American Born; Descended from Russian-American parents with a little German and Polish blood in the ancestry

Appearance

Average is the word most often used to describe Anton's appearance alone. He stands six-foot-one and at a weight of one hundred and ninty pounds, he is nothing close to an imposing figure. His shoulders are broad atop a lightly defined body, but sheer size and mass elude the human male as proportional limbs - proportional in both length and width - contribute to the overall middling physicality. His facial features are slightly more striking though the man himself pays no real attention to such things. Hazel eyes are his defining feature while dark hair and facial hair bring in the proper amount of charm befitting that of an adult male. A few scattered tribal tattoos on the back and left shoulder add some individual flair to the mix, but are the only unique aspects to speak of as Anton was never one for jewelry.

Personality

Anton is a suitably complex individual even though he tries to be as straightforward as possible. He can be reserved and secretive with certain topics of conversation, but never in outright attitude. He would be described as an ever-calm yet passively assertive man who can switch between sarcastic wit and cold, blunt truth at the drop of a dime. He is not one to tolerate anything he dislikes for long and he makes sure that the path to any point in regards to dialogue is the shortest, but most effective route one can take; suffice it to say, verbosity and its advocates never sit well with Anton and this usually causes people to incorrectly label the man as impatient. In truth, Anton Dragomirov keeps his own internal schedule concerning life and how it should proceed and he is simply fine with letting another know the honest-to-god truth if he feels that is what will get them to understand any given subject faster. Though it may seem like that instantly disqualifies him for quality conversation, he only employs his unique brand of rude behavior against those he does not know, those he does not trust, and those he does not like. Once a person finds common ground with Anton however, they also find that he can become just as verbose as those he hates with a passion.

History

Anton Xanietheus Dragomirov was originally born in the United States. His parents originated from Russia and ultimately decided to emigrate to the States to accept a lucrative job offer. While Remi and Nikolai Dragomirov were very successful in their endeavors, their young son Anton was never the easiest boy to deal with. His curiosity had always been referred to positively yet his innate inquisitive qualities usually led to unsupervised trips around the city after school hours - and sometimes during them. It was during the early years of elementary school that Anton became interested in urban exploration. He and a small group of friends were unafraid to crawl through sewers, scale the sides of small buildings, and generally explore the unexplored for the sake of knowing. Even though the group was caught and returned to their parents multiple times, Anton had figured out the perfect balance between school studies and his budding hobby and thus his schooling never truly suffered. The dangerous activity still worried his parents however and he was inevitably forbidden to continue. When an opportunity arose for Nikolai Dragomirov to work out of a new location and bring his family along, the worried father accepted quickly thinking that his son's friends were the cause of his misbehavior.

The Dragmoirov family settled into the port city of Ominar fairly quickly. Though he did miss his friends, Anton settled into his new school with little problems and everything seemed to fall into place easily. It wasn't long before the boy met his first Licentia. Ominar had a larger concentration of different races than Anton's old city so it was only a matter of time before the fateful meeting. Her name was Sheiara. The two were around the same age--or at least, Sheiara appeared to be the same age as the young Anton--and they bonded surprisingly quickly. Sheiara, having lived in Ominar for a lengthy amount of time, already knew the nooks and crannies of the city and shared Anton's love of urban exploration. Much to his parent's dismay, Anton once again took up the hobby of running around the city, seeing the unseen. As the two grew older, their adventures became bolder and more prolonged until they finally began to broach other subjects of interest. Magic and its properties was the next most interesting thing Anton had come across since he moved into Ominar and Sheiara, being a Licentia, was happy to explain everything to him.

The conversations about Vis, the Anima, and the Ostium piqued Anton's curiosity much more than urban exploration ever could. He was in pure awe of the things Licentia could do and how their solid souls worked, but he was even more amazed when he learned that humans could also learn to use Vis and held Anima within themselves as well. The potential rumbled through his thoughts and he began to dream daily of the things he could do or how life could be easier if he could tap into his own Anima and manipulate his own Vis. The next time he saw Sheiara after another eye-opening conversation, he asked the girl to teach him. She agreed to attempt to show him how to tap into Vis energies, but she made it quite clear that she lacked the knowledge to outright teach him to use particular abilities - it was something she could just do intrinsically being a Licenti in her own case. Over the coming years, Sheiara attempted to impart the knowledge she was imparted with in regards to how the Anima works and the Vis therein. In addition, Anton discovered that humanity recorded its own findings concerning Vis and the Anima in books and he set himself to researching as much as he could in order to understand.

Though the teenage Dragomirov had finally taken up a safer hobby, he had done so at the cost of his education. As he developed a small obsession with everything magically inclined, school skipping sessions became more frequent and lasted for longer and longer until Anton finally decided to forgo pursuing higher education right after barely graduating high school. As punishment for his choices, his parents kicked their freshly turned eighteen-year-old out of the house hoping the shock would kickstart his life in a direction they could approve of - it did no such thing.

By this point in his life, Anton had become very proficient in parkour as an extension of the hobby that had consumed most of his life. Using these skills, he became an on foot courier for seedier types that paid well and in cash. It also helped that it was around this time that his magical prowess suddenly manifested and he found he was able to, as he described, change the very nature of objects. Once his employers realized the potential on their hands with a magically-powered human, the jobs became riskier, but the pay became higher - much higher. Over time, and after completing many successful jobs, Anton earned an alias from the people he worked for and, with it, a reputation amongst the criminal underworld. He became known as The Navigator. It was not long after that when the Prae slowly began inserting themselves into Ominar.

A few years later, now with Ominar fully under Prae control, Anton finds himself conflicted. His runs have become much more lucrative with those looking to skirt the watchful eye of Prae overlords, but the oppression rubs the man the wrong way. At this point though, he resigns himself to the idea that there's absolutely nothing he can do about it alone in any case ...

Belongings/Equipment

Due to his unique magical ability, Anton keeps most of his belongings in his safe house. As for the few things he does carry with him, they are listed as follows:

Smartphone - Much like most others, Anton's smartphone is one of the most important pieces of technology he carries with him. It has a multitude of uses aside from the normal calling and texting functions and it was specifically customized by The Navigator to be nigh unbreakable and resistant to weather conditions. Using a Vis infsued battery - the battery itself is designed to hold Vis in storage which significantly lengthens the normal charge - allows the device to function for extremely long periods of time as well.

Magitech Pistol - Rather than shoot plain ammunition, Anton's personally customized 9mm magitech pistol fires physical rounds that create elemental explosions on contact. If an electric charge round is fired, an electric stun charge will explode on contact with the target and stun them for a short time. Different elements result in different outcomes, but the shared factor between every type is that the effects are not strong enough to be lethal and are more designed for suppression or creating openings.

Vibro-Knife - The Vibro-Knife is a tech knife powered by a small engine that causes the blade to vibrate at high frequencies. This vibration allows the knife to cut through things that otherwise could not be cut. The engine is a fusion of technology and raw Vis siphoned from the knife holder. The Vis infusion is also what keeps the vibrating blade from breaking should the holder apply too much force when trying to cut something. Anton does not use this blade against people in accordance with his beliefs on lethal force - he is also just not a skilled knife combatant.

Capabilities

Mental

Though Anton is clever in his own right, he is not an abnormally intelligent specimen by any means. His mental strength lies in constitution and fortitude rather than raw intelligence. In spite of situations others may mentally break from, Anton is usually able to keep his composure and think clearly and concisely. However, he is fiercely protective of his inner thoughts and considers--much like most any other living individual--his mind his sanctum and therefore harbors a passionate hatred for the telepathic who do not know how to mind their own business.

Physical

Anton's true human strengths lie in his physicality. Though he is not a bucket of muscle or imposing, he is intensely athletic and quite strong for a man of his frame. Parkour was always a staple of his life and having run countless routes throughout the city, The Navigator lives up to his alias. He is able to traverse urban areas much quicker than others due not only to his knowledge of the metropolis, but also to his skill in efficiently getting from point A to point B.

Being that Anton also uses his parkour skill for shady jobs from time to time, he is proficient in hand-to-hand combat, much more so than with weaponry. In accordance with his belief that the ability to properly disable trumps the need to permanently put down, he finds martial skill to be a necessary requirement to live in the current world and avidly practices his chosen form of combat whenever he can get the free time and provided he is not sleeping.

Magical/Technological

Being a human in a world with Prae and Licentia is hard enough, but watching the abilities of the latter two species manifest and evolve can be quite discouraging to a mortal man. In Anton's case, he still struggles to fully understand the ability he manifested once he was finally taught to manipulate his Vis. Simply put, Anton possesses the inherent ability of transmutation through magical means. Tapping intrinsically into the many energies that exist around him as only a human can, The Navigator is able to transmute the matter in inanimate objects and energy sources to his will. With that said however, he is not always successful in his attempts. In general, he uses this ability to aid in his parkour navigation around the city in an effort to complete jobs quicker and just understand the ability more. When faced with brand new elements however or an object of magical origin, transmutation can only be achieved by forcefully injecting his Vis--which can be more easily manipulated due to being his own energies--into the target object, but even then success is never a guarantee.

Anton rarely uses his transmutation abilities in a lethally combative manner. Not only are they more effective as a supplement to his own movements and defense, but they are rendered useless against living organisms as their biological makeup is far too complex for Anton's yet growing transmutation abilities to fully comprehend. Instead of magical prowess, The Navigator relies on hand-to-hand combat and magitech assistance as his primary form of combat means.

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【S h e i a r a F a y e b y e n e】

~"I will not pretend to understand every intricacy of the world, but I will, indeed, advocate for its betterment - even if you can not agree with my methods."~

Name

Sheiara Fayebyene

Nicknames

Shei

Gender

Female

Sexuality

Bisexual

Alias

N/A

Age

1050

Apparent Age

30

Race

Eximius Licenti

Sub-Race

N/A

Appearance

Contrary to fair skin and regal gait, her form exudes nonchalance yet evokes the imposition befitting of a more dangerous physicality. She rises to exactly six feet while keeping her contour considerably slender; lanky arms and seemingly endless legs add a notion of poise and petite shoulders under a subtly elongated neck only contribute to the overall feeling of personalized maintenance. Assets are proportionally appropriate against her frame in an effort to maintain functionality over raw beauty with a dusting of hard lines throughout the body cementing her attention to functional capacity - suffice it to say, a preference to exercise and athleticism would be a little more than an inference upon inspection of her bare self. Soft in facial features yet harder in facial structure, her visage could easily be mistaken for cold and serious; almond shaped eyes give residence to pools of umber and hazel with hair of a darker brown and black falling to the middle of the back when loosed and unrestricted. Tattoos, jewelry, and other unsightly accessories do not dare claim patches of skin or adorn any part of the body. She is fluid; she is composed; she is a beauty who did not try to be - it simply was.

Personality

In direct relation to the manner in which she carries her physical self, Sheiara claims sophistication and an air of mystery for her persona. She speaks in a very technically correct - sometimes poetic even - dialect that resides firmly in eloquence while also dabbling in riddle from time to time though her words rarely reveal their true intentions. Conversations with the lady are not the easiest of tasks unless the subject matter reflects something important to her or has ties to subjects she has interest in. More often than not, however, the woman herself will steer the conversation in the direction she would like it to go revealing a dominant trait that reverberates throughout her general mannerisms. Adding to the quality of her speech is the fact that bare truth and a serious tone stand in for the likes of witty syntax and humor-filled quotes. Laughter only comes by way of dark humor and a fierce dedication to her own goals leave no room for sarcastic comments and unnecessarily spoken jokes. In spite of all this, stoicism would be a very inaccurate description of the lady; Sheiara is, in reality, one of the more emotional individuals. She simply displays her vulnerabilities in a more unique way.

History

Originally, Sheiara Fayebyene and her family lived with other Licenti in Torqueo. True to its reputation, the part of Torqueo the Fayebyene family resided in was filled with dangerous people, shady dealings, and outright violence. Though the girl and her two overworked parents did not grow up poor, their particular situation was no better than those living in destitution. Sheiara herself was never a happy sort of child. She kept mostly to herself and only put serious energy into her schooling, shunning friends and any semblance of a socially enriched life. Due to the nature of her parents' occupation, she found herself alone for long periods of time in her modestly sized home - time that resembled her tightest grasp at any sort of happiness. During these periods of solitude however, the young girl also had the bad habit of reflection - reflection of a life she desperately wanted to escape from.

Le'ana Fayebyene had always been a woman who reached out and grasped whatever it was that she wanted. As a young woman, she looked to have a promising career in Licenti politics. She graduated at an early age while proving to be much more resourceful and intelligent than those who simply rode the coattails of their own degrees into whatever job it could place them in. She aspired to ascend the political ranks and eventually achieve a high enough position so as to significantly alter the state of Licenti affairs in Torqueo. The nature of tensions between those of the same species had always been troubling and she sought to positively change this sad state through policy change and hard work. In the midst of her ascension, she met her husband and together she thought the duo would be able to overcome any obstacle. Then, she created her child. Left abnormally weakened from the split of her Anima, she was unable to appear in the places she needed to appear and aggressively pursue the passion she had held dear for hundreds of years. Her career crumbled fast and though her mate attempted to take up the slack and provide for the family on his own, nothing would ever remain the same.

Broken by the turn of events, Le'ana fell into a deep depression and lashed out at the people she once cared for. Sheiara's father received the brunt of verbal offense, but it was the young girl herself who would ultimately suffer the physical and mental damage. Le'ana began a daily regimen of abusing her daughter in all the ways she could dream up. In her eyes it was her child that caused the family to fall into the situation they found themselves trying to survive. It turned out that Le'ana's husband was no better than most Licenti and tried to make his living through violent and malicious means. He eventually moved his family out into notably dangerous area of Torqueo in order to fulfill the orders of individuals he had no business getting in league with. Day after day, Le'ana took her anger, hate, wrath, and frustrations out on her daughter, all while making sure not to outright kill her so she could be around for the next session.

As Sheiara grew older and her Anima grew more dense, her feelings yearned to be freed from their prison within her inner thoughts and unleashed upon the one causing her pain. Despite the things she endured over the years, she still found that she loved her mother and only wished she could find a way to bring her peace. At first, she thought to resign herself to the beatings which is why though they continued for years on end, they had lessened in severity and intensity some. However, the older she became, the more Sheiara knew that the pain had to stop. That her mother was numb to the world and the only way she could feel anything at all was by inflicting her feelings on others in a physical and savage manner. That the only way to bring her mother peace was to first give her a taste of the pain she dished out onto others. Everything finally came to a head during the young Licenti's "teenage" years. As her mother pounded away at her face and body once more, Sheiara, pinned to the ground, felt her voice perk up. She pleaded with her mother to try and understand what she was doing, what kind of pain she was causing, and how it was hurting her only child. She begged and pleaded, ever louder, until finally she grabbed hold of Le'ana's arms - her first ever attempt at fighting back. As she screamed and shouted her pleas however, Sheiara felt something more than her voice perk up. A feeling of heat and heft welling up within her solid soul and, instinctively, she released the tension in her own body.

Her mother fell to the floor after a few minutes locked in her daughter's grasp. She was dead. Afraid of her own power, Sheiara wasted no time in leaving her family's home. She would never see the reaction her father would have to his suddenly deceased wife.

With no belongings to speak of, Sheiara wandered the streets of Torqueo for the next decade. She would have been slaughtered much sooner, but her power - a unique power that no other sub-species seemed to possess - seemed to grow with every use. As potential offenders approached her for all manner of reasons, she found that she had great success in teaching them the same lesson she tried to teach her mother. In the end, she was able to make them feel the pain they intended to inflict on her and others to the point that they would concede rather than die - she swore to kill no more after the accident with Le'ana. As the years progressed, she was able to observe firsthand how the Licenti lived with one another. It was mostly a torrent of malicious intent and greed and violence and individuals taking or doing whatever they wanted in whatever manner they pleased. Not all were like this of course, but Sheiara, in her own opinion, witnessed a lot more bad than good. These events shaped her opinion and perspective of the world and planted the seeds for a shift in personality that would forever be changed.

Hundreds of years later, Sheiara now resides in Ominar and has for quite some time. In her time in the port city, she has seen the same sort of behavior the residents of Torqueo were quite well known for though now she is a different person altogether. In the time that has passed, she's honed her skills and her perception in an effort to realize a singular goal not unlike her mother before her. When the Prae took over, she knew it was the time to act and there would be no other way to achieve what needed to be done. Armed with knowledge and an appropriately unique manifestation of power, the now Eximius stage Licenti searches for a man she feels could be like-minded, or at the very least swayed to help her reach her goal. A man, another Eximius, who would surely listen to the plight of a fellow Licenti...

Belongings/Equipment

The only thing Sheiara carries with her is her smartphone. She has no use for other belongings as she strongly believes in nonviolence where she can help it.

Capabilities

Mental

Sheiara is an extremely intelligent individual with a very calculating mentality. Her thoughts are carefully constructed before becoming spoken words and, though most cannot tell due to her somewhat unreadable disposition, she often finds herself calculating ahead for multiple scenarios in any given situation. Her mental fortitude is also high quality in that she is able to keep herself composed almost one hundred percent of the time in spite of the goings on of reality.

Physical

Even though Sheiara is athletic and physically adept enough to hold her own in combat, she is not as physically strong as some. Being a proponent of nonviolence, she avoids combat any time she can, but when she is forced, the Licenti uses a form of hand-to-hand combat similar to that of one she once taught - Anton Dragomirov. This combat form consists mostly of defensive maneuvers and offense designed to use the opponents strength against themselves. In Sheiara's case, she uses her combat knowledge to create quick openings for herself to either escape the situation or use her ability. In the case of the latter, she still will not kill her opponent. In general, however, she will refuse to fight the majority of the time and due to her disinterest in combat, she has felt no need in getting physically stronger.

Magical/Technological

Reverberation

Sheiara manifested a unique ability in her younger years that only honed as she got older. True to beliefs she holds deep within her heart, her power manifests in a form she refers to as Reverberation. In effect, she is able to "reverberate" force continuously with added manipulation over the intensity. For example, during combat, her general tactic is to create an opening where she can strike her opponent, but when the strike makes contact, she is able to "reverberate" the force from the attack endlessly. This can cause a single punch to feel like many more. On the flip side, when she is struck by an attack, though damaged, she would be able to "reverberate" the attack back onto her opponent and with increased intensity if she can make contact with them. In Sheiara's words, she is giving her opponent back their pain so they can understand how it feels to others and thereby cease the things they are doing to cause this pain. Even though it sometimes involves taking heavy damage from the people who are against her, she perceives that taking the pain is small price to pay to help another "understand". The only abnormality of her ability is the fact that she is the only one who possesses it. Her mother, to her knowledge, never held such a power and this puts her outside of the sub-species social system the Licenti normally use to identify themselves.

"Information? How much I know depends on how much you pay. No, no put... most of those coins away.

Age: ????Apparent Age: 40 Race: Licentia- Eximius classSub-race: Geist-possessed human Geist- The only part of a Geist body that is physical is the soul core they possess, making them extremely vulnerable. In order to circumvent this, Geist often overshadow others, leaving behind their core. Should their proxy body be destroyed, they regenerate at their soul core. Should someone destroy their vulnerable core, they die.

Personality: A man absolutely afraid of boredom, Zeki never stops moving, or working. Anything to stop the thought of having to be bored. Zeki even hates having to sleep, as that let's him gather his thoughts. This is one of many reasons Zeki is always scatterbrained, and ADD about everything he does. The one thing that never bores Zeki, and never has, is humanity as a whole. Neither the prae nor licentia could hope to compete with their adaptiveness in all things magical, and technical. Their short lives only seem to make them more interesting to Zeki.

Zeki is not however wholly benevolent. Zeki lives for what is interesting, and if poking things causes a war, or a huge fight, it will be poked.

Zeki is also very much a coward. He is afraid of dying, and doesn't want his precious body destroyed, and so he acts more as the hand behind the scenes. This has made Zeki very much live by proxy, and very manipulative.

Zeki's friendliness with humans has made him looked down upon by many Licentia. The only racial gap he has more with are the Prae, who Zeki considers thoroughly uninteresting, and very annoying. Their loyal society, and long lifespans make him sick. He will grudgingly do business with them, but gouging them is no skin off his nose..

History:An ancient being from Torqueo, when the plane was much more violent, Zeki was once a Licentia named Amrit. He would fight, betray, and murder all those in his way on his way to trying to rule the realm. However, as he grew older, he discovered something that horrified him. He became bored.

Betraying others was second nature, and so easy he might as well go to sleep. There were those stronger than him, but draining others to catch up was so repetitive, it lost its flavor. Ruling his lands was always the same, the same manner of Licentia always served him, their long lifespans making very little change. Rebellions would happen, he would squash them. The same places, always the same. Even his cycles became repetitive, nothing really new began to appear when he underwent his growth cycle, a rarity among his kind.

In a cry of madness, the warlord simply left, leaving behind everything, even his proxy body, and his strength, escaping the madness to the human world. He came to the human world, where things seemed to constantly change. The way they could combine technology with magic was awe-inspiring.

However, he could not live among the human world, as they would constantly try to kill the geist. He needed a body.

Luck shone on him, as he found a dying merchant, desperate for any cure to extend his life, anything to set his affairs in order. Zeki promised him healing, on one condition, his body after 5 years.

Desperate for any time he could gain, he agreed, and Zeki used most of his remaining power to heal him, and began to possess him, slowly at first, until the 5 years came to an end. Despite the struggle, the Licentia kept his end of the bargain, and gained the merchants body... and his life. Zeki loved it. Never had he staved off boredom so well. He was constantly busy, and infact, he hated the times he had to sleep and rest. The sense of excitement changed something in Zeki, and he became an Eximius only after losing everything. Humans were constantly different, something exciting. Torqueo had a stagnant history, humans were never the same.

And so time passed, until the city of Ominar seemed to be built around the Licentia. However, one event changed things, and actually managed to incur Zeki's anger. The prae took over. The prejudice against his kind was hardly new, and Zeki's appearance as a human helped avoid much of it, but the sheer thought sent him to a rage. The fact another race would conquer these humans he had come to love was unthinkable. As always, Zeki has put an indirect hand against the Prae, giving free information and tips against them, and (not so)secretly helping the rebellion. Zeki currently hides from the Prae by having his shop become a covert operation in the back of the trinket shop The Twilight Spirit, whose owner owed him a favor.

Belongings

Cellphone: Zeki's most prized possession is his phone, which he answers religiously.

Cane: Zeki is never seen without it, it being both a bold fashion statement, and his go to weapon should a business deal go south. The cane itself is enchanted (much to Zeki's embarrassment to admit), to give the wood in it extra strength, able to stand up to extreme damage.

Shades: ♪He wears his sunglasses at night♪. Again part fashion, and part useful, as they prevent him from being blinded by his flares.

Contracts: Kept in a binder on his person's, one never knows when business comes knocking.

Capabilities

Mental

Zeki's age and experience alone give him more knowledge than most. His high knowledge however is often offset by his boredom and general ADD like attitude. Zeki loves technology, but it often passes him by. The only thing he keeps up with is his phone.

Physical

Zeki's proxy body is a normal humans, the only exception being that it does not age. He is not superhuman in any feats he is able to accomplish with it.

Zeki's main high point however is the centuries worth of training he has in cane fighting, which experience is remembered by his body itself, putting him on par with any swordsman with his cane. He is able to predict and block most strikes, and use that momentum to grapple his opponent with the hook.

Magical

-Spells-

Motion Thief: Imbuing the air around him with Vis, Zeki is able to increase air friction for all objects not made containing that particular Vis. Generally he uses his own, but he can use another willing proxy to create this spell. The increased air friction slows down objects proportional to their speed, burning up most bullets, and turning extremely fast opponents to a more normal speed. It hardly effect opponents of a normal speed.

Will-o-wisp: Separating a part of his true nature outside of his body, Zeki can fire a ghostly flame at an opponent which consumes Vis as it passes through them. The flames do not emit any heat, and continue to exist for a time afterwards. Vis 'burned' by this flame merely becomes part of it, allowing Zeki to consume it afterwards. Zeki's vis is unaffected by this flame, inserting his into others can allow them to withstand it.

Lightflare: Concentrating his flame into an small point, Zeki can create an extremely bright flare to either call for help, or blind those around him.

Purifying Flame: With absolute concentration, Zeki mixes his Vis with another persons, before releasing a large amount of flame around both of them. The flames will eat anything foreign, such as sickness, and rejuvenate anything else within them, causing the cells to heal themselves at a regenerate at an increased rate. Zeki dislikes this spell as it requires so much from him.

Contract: (Noncombat version) A stamp on the bottom of Zeki's seal that can create a contract with the target. Normally this is a non-combat ability that Zeki uses create a binding contract with his own body, forcing him into. He must abide by the contract, and as he does, the contract leeches Vis back towards him. Should one break the contract, on either side, this contract creates a backlash, which can damage the very soul of the one it is imprinted one.

Contract- (combat) Zeki CAN use this contract in a combat sense. Firing a pulse shot from his cane, it will imprint the stamp on whatever it hits. The contract is blank, making this nothing more than a leeching seal, drawing Vis into Zeki. The contract is ethereal, but whatever surface it lands on isn't, so removing it can remove the seal, but it will still hit opponents no matter how incorporeal they are.

Name: Blaise AlttamanNicknames: NoneGender: MaleSexuality: HeterosexualAlias: Terrier (Codename when under control of Hcateko)Age: 20Apparent Age: 20Race: HumanSub-Race/Lineage or Nationality/Specialty: Blaise is a Caucasian whose mother originates from Scotland and whose father is from Denmark.

Appearance: Standing at 5’7” and 145 pounds, Blaise is a skinny, but slightly broad-shouldered young adult with gray-blue eyes and medium-length, spiky dark brown hair. There is a tattoo on his right shoulder blade of a monochrome clock with a sun’s Corona. With a stern, yet youthful face, he is often mistaken to be two or three years younger than he actually is. This trait is further accentuated by a lack of facial hair. While not particularly muscular, Blaise’s mesomorph body type keeps his body well proportioned; not too lanky or stout. He is also left-handed

In terms of wardrobe, Blaise mainly dons black and white clothing. His most frequent type of outfit mostly includes sneakers, cargo pants, a t-shirt, and a loose-fitting jacket depending on the weather or how much he needed to take along with him. A black and silver “seatbelt” styled belt is also commonly worn due to his tendency of sporting looser attire. The symbol inscribed on the front of this belt is that of a roman numeral clock face. His retracted katar daggers are also normally clipped together on his left side’s belt loop

Personality:Blaise has a very patient, optimistic, and understanding personality that can be divided into two separate attitudes depending on his mood. While rather calm and level-headed in most situations, he gives off a pleasant vibe: attentive and generous to those around him. Blaise believes that respect is something that everyone deserves to be shown, unless they have committed an act worthy of losing such treatment. Unfortunately, this also leads to him being very stubborn and insecure, as he views someone who deliberately disobeys or dissents to him as either impertinent or disparaging.

On the other hand, Blaise is very antagonistic towards those who he has lost patience with. He hates being patronized, lied to, and most of all, manipulation. His bitterness and insecurity lies mostly with those who have attempted to take advantage of him and failed. His animosity grows even larger if Blaise sniffs out what a person is doing before they attempt to trick him, as it feels remarkably more patronizing. It’s an insult to his intelligence that he will not stand for.

This is the only instance where Blaise will not attempt to bottle up and forget his negative emotions, as it stirs his sense of justice and vindictiveness. If he knows the correct cause of his anger, Blaise will rarely try to vent or take it out on friends and strangers, as regardless of how strong his emotions are, he still attempts to process it with logic and reason. Perhaps the most he would ever do is to complain about it shortly afterwards to others to garner sympathy.

The only time his normal attitude is compromised is when suffering from the side effects of former mind control. The restless sleep, morning amnesia, and sickness that sometimes happens in his sleep can lead to lethargy, tiredness, and in major cases: minor depression.

History:

After the coup, overthrowing the humans as the authority, it is no surprise that many of the Prae had dipped their feet into the human economy. While not a direct order or ploy set up by the Prae authorities, it was still a great way for the creatures to gain power and influence over humankind in Ominar.

The lady Hcateko was one of the many Prae who saw business opportunity in Ominar, knowing that a successful venture or company meant influence among humankind. It started off as a simple law firm, assisting and defending humans against the now Prae-controlled legal system. This is how Maurice Alttaman, Blaise’s father got involved with Hcateko’s firm. Maurice was put on the team as a secretary and legal advisor for the business. He would regularly bring Blaise to work on certain days to gain experience, but what Maurice didn’t know is that Hcateko learned and plotted a way to use Blaise for her own gain.

Hcatekos business grew and grew even larger over time, and under the guise of a small daycare program over the Summer for the employee’s children, the kids in the programmed are influenced and partially mind controlled, sent out to do missions while their guardians worked in the offices. The five main children, the most influenced and trained were given codenames for their work (Maltese, Basset, Vizsla, Spaniel, and Terrier) and even sent out to spy on and sabotage early resistance efforts. While there were very few outward symptoms of this particular form of mind control, it was still noticeable by more powerful, discerning eyes.

An older, more magically skilled human man was Blaise’s next target. The man was a large anti-Prae activist, working as a local leader who warned that the humans would be thrown out just as the Licentia were once they had lost interest. With the government knowing that this sort of dissent would be unacceptable, they commissioned Hcateko, who further strengthened the mind control and sent Blaise out to murder the activist.

Blaise caught the man alone at his house, holding a Vis imbued katar to the man’s neck. Feeling a strange energy and a glazed look in the eyes, the man knew that this individual was under the control of something else. He held his hand up to Blaise, and after several minutes of channeling his power and casting out Hcateko’s energy, the boy was free. This did not come with side effects, however. From breaking the mind control link to quickly, Blaise suffered from various sleep-based neurological issues; ranging from nausea and sleep walking to focal seizures.

Feeling sorry for Blaise, the man took him in for his own training, working to relieve the side effects of the broken link and training and teaching him more about Vis. With this newfound knowledge and newfound target placed on him by Hcateko ad the Prae, Blaise joined the resistance, with another goal of freeing the other mind controlled children.

Belongings/Equipment

Katars- a pair of short, katar daggers used to channel Vis and fight.

Soul Geode- a rock given by Blaise’s master that when held up to a mind-controlled individual, will pulsate. This will allow Blaise to neutralize them and take them back to base to try to research and free the individual.

Capabilities

Mental

Influence resistance:While of average intelligence, Blaise can resist some influence and mind control not only from his training, but the natural resistance created when he was freed from Hcateko’s strong control.

Physical

Speedy fighter:Blaise uses speed, reaction-time, and flexibility to his advantage hoping to tire and outmaneuver opponents. He mainly uses his energy in spurts, using precise hops and leaps to move around in battle.

Magical/Technological

Toxic illumination:The vis channeled in his katars is light based, and uses it to his advantage to tire out and weaken his opponents over time. Through multiple, small strikes from the katars, this energy will build and buildup into a foe, as how a poison or slow does and deteriorate them over time. This presents a weakness, however, as it is useless against thick armor, mechanics/electronics, and targets who strike from a long, unreachable range.

Talana has short, fiery-red colored hair, spiked up in like a flame. Doesn't take much to make it look that way, sometimes even with a bit of spit and 2-3 sturdy hand moves, this marvel of a hairdo can be easily fashioned...at least that's what Talana would do. Isn't she charming?

Behind her big round glossy peridot-green eyes, a childish, innocent look can be seen, but more often than not, there's more mischief and playfulness hiding under there than anything. She does like winking a lot, most of the time making people feel somewhat awkward.

Her pale white skin makes it look like she's shining when the local stars rays wash over her. She's not a fan of it tho, she'd love to be tanned, but all she gets is pink...nasty burnt piggy pink. Sooo she avoids extreme burning conditions as much as possible.

Her physique is quite well built, not too muscular, not too lithe, just nicely toned. She got that from all the running around, jumping, climbing and other acrobatics she used to do in her teens. Just...like...a monkeeey. She'd weigh about 140lbs, despite looking around 130lbs - the Licenti symbiotic makes her more grounded and heavier despite not looking like it - with a height of around 5'7''.

Talana enjoyes wearing leather, like...a lot of leather...for like...always and everything. No one would be surprised if even her panties were made of leather. Long sleeve leather jacket, mostly in darker colors, dark brown, black..stuff like that. Same goes with le pants and long black belted boots, oh and let's not forget about the always-need-to-have fingerless leather gloves and chainy belt., like i said all dark and leathery...very shmexy. Two pistols are hidden behind her trusty home-kit backpack.

As far as make-up and accessories go, she doesn't tend to wear a lot of make-up, the sweat usually melts everything into a beautiful modern art piece. In her left ear, 5 earrings can be seen.

All over her back part of the body, from the nape to her heels, a veiny/rooty like appearance can be seen, its main source being the spinal cord which is covered in a combination of a spiky(dull) and rocky chitin. That...is Tarkan, a Licenti, her lover, the two of them having formed a symbiotic bond in which they share the same Anima and Vis, aiding each other, feeding each other and taking care of each other.

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⊰⊱ Personality

As far as personality goes, one would call Talana the spontaneous adventurous sort. She does indeed like exploring places and things, people and scenes. She has moments of humbleness and kindness, other times, tho rare you can feel her observant gaze trying to gather information about her surroundings. She's an encouraging and trustful person.

Of course she can't all be good now can she? *wink* She's...not the most gracious of people, more often than not she's quite direct, saying what's on her mind with an obliviousness that might stun you, let's call that sincerity shall we? She can be rude and vulgar at times...I mean, she swears quite a lot, but that's just how she grew up, and she really does use spit to make her hairdo...majestic creature this Talana.

When she get's really curious, she will most probably get quite obnoxious and impatient, but that doesn't usually last too long since you can shut her mouth pretty easily with a bit of attitude. Despite being a worry wart, she's quite impulsive and doesn't always stop to think things through, which let's say made her life quite a roller coaster, always getting into mischiefs and troubles.

On a day-by-day basis, you will probably find Talana in a cheerful mood, being silly and playful. She's usually quite talkative - this also play a part in her obnoxiousness sometimes -, stubborn and fidgety in nature, one of her favorite traits being her loyalty.

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⊰⊱ History

GM's can use any element from Talanas history if they so desire

Talana grew up with only her father, her mothers whereabouts being always unknown. Her father was a political figure, not an important one, but still one that might pose a thread to the wrong people. Talana was a mischievous child causing troubles around the house and neighborhood, but her father always knew how to tame her wild side. As far as character goes, he taught Talana to be a good person all around and not take everything for granted but appreciate as many things as she can.

One day, everything changed, there was a heated discussion at their door, Talana couldn't understand what it was about, but there were 3 weird looking people, all dressed in black with shades and intricate looking tattoos on their faces and hands - or at least the small parts that were visible - and her father. Her fathers last words were "Don't worry munchkin, papa will be back later today *smiles thoughtfully*" and left with those 3 people. He didn't return that day, Talana didn't sleep through the night still hoping that her father will return any time. The next day, people similar if not same as those from yesterday came knocking, but Talana was too scared to open the door. Instead, she decided to jump out the window and run away as far as her legs let her. Later that day she found out her house was burn to the ground by "unknown factors" from a Prae mass media agency who put the blame on the Licenti, but coming from the Prae, who Talana didn't really like, she was skeptical about it. For 1 year she tried finding the culprits, but since she had almost no experience or skills in this sorta activities, she gave up hope. She drastically changed her look as to not be found by said people, and her name, who btw, used to be Sophia Fredrikson, now Talana Volko.

Talana became a street urchin, still mischievous, she learnt how to survive in the slums with the help of other street urchins composed from mostly humans and a few Licentia, who were taken care by a Licenti called Tarkan. He would help them survive and take care of them while in return they would bring him goods. This went on for 10 years until Talana was 20, when she could easily call herself a full trained thief and "escape artist" (as far as running away from problems go), having lots of connections and ears around the slums. She's one of the few that ended up staying with Tarkan to run "the business" taking in other unfortunate souls and teaching them "the way of the hobo", as Talana would put it often. Tarkan and Talana became very close over these years, Tarkan seeing her grow up to the woman she was at the time.

But tragedies seem to keep following Talana...one day, their underground hideout was ambushed by...again Prae authorities, pushing Tarkan and Talana to leave everything behind in a rush, helping as many of their urchins to escape as they could... unfortunately some were captured and some were even killed..in the end, all that remained was the 2 of them. Over the next few years, Talana and Tarkan got even closer, eventually ending in having a romantic relationship. You would find them constantly together, if there was a Talana, there would've always been a Tarkan. But on a fine day of Wednesday, Tarkan "proposed" to her, the proposition being ... you guessed it, a fusion, a symbiotic relationship between the two, Talana agreeing with tears in her eyes. Since then, they are literally inseparable..hihi <3.

Since their union, they decided to settle down in a... more or less, shabby apartment - which they didn't mind to be honest - where they did their best to stay out of trouble and most peoples eyes, but still held connections in the area. They even arranged a botanical vis garden inside their abode, to nourish themselves having become "vegetarians". To hide their symbiotic nature, Talana plays as if being controlled by a Licenti, something that is considered normal in these times, while in reality they became one and the same entity, talking through telepathy and aiding each other when necessary.

Due to their new form, they started training in combat. Thanks to Tarkans Morpheum sub-race and having specialized in elemental transmutation, Talana possesses abilities such as shape shifting certain limbs and changing some parts into different elements. Of course some of these abilities are still in training.

Through their connections, one day, a rumor about a resistance against the Prae has been flying around that made both Talana and Tarkan wish to seek out more information about it, their ultimate motive for doing this being, a bit of revenge for the problems the Prae caused to both of them, but also to prove that Licenti are not as bad as the Prae make them out to be, that, with racial hatred set aside, peaceful cohabitation can be achieved, they being the living example of this ideal.

Mental: Talana has no special mental capabilities, she's not the brightest tool in the shed, but she can get around most stuff, she can be resourceful but that's it. Oh and she can telepathically talk to Tarkan due to their symbiotic relationship...yeah, almost forgot that part.

Most of the time, Talana can get by on her own, but if at one point she faces danger that she or Tarkan feels like she can't handle, Tarkan steps in and takes control over her mind and body to protect her, putting Talana in a more feral, wild, predator state. While this is not necessarily a mental capability, it's a type of defense mechanism, but it has its down sides, when in predator state, she does get bonus points on reflexes, speed and senses, but she becomes a bit squishier since Tarkan shifted from offering defense to boosting her movements to be harder to hit, rather than being able to take a hit.

Physical: First of all, due to Talana's past as a street urchin, she hardened herself and honed her athletic abilities as well as her stamina, being quite nimble and agile, knowing a decent bit of parkour, learned over the years from running away from her victims whom she stole from in order to survive.

Because of their symbiotic bond, Tarkans Form enhances Talanas physical abilities when needed. Talana can, at will (after training a good while) pick a limb/pair of limbs to enhance, giving her an edge during a situation. For example, she can choose to enhance her legs for a faster running speed, higher jumps, more powerful kicks, she could enhance her arms for carrying heavier objects, punching harder and so on.

She has a naturally tougher skin, something along the lines of thick leather. While it won't really stop a bullet, it would resist a normal blade slash unless some force was put behind it, same goes to piercing weapons.

The predator mode envelopes Talana into an enhancement armor. This does not offer extra protection damage resistance wise, but asa i said before it offers her boost to dodge, speed, flexibility and senses, her eyes taking a beast like shape also making her see better in the dark.

When in predator state during Tarkans control, if not even this form can save Talana from certain death, Tarkan uses his last ability to encase Talana in a hard chittin coffin like structure, let's call it Cocoon state, which IS possible to be broken, but one would need a lot of time, effort and power to do it. This however puts Talana in a short mental coma for like half a week to a week until she awakens, mostly fully healed and hopefully out of danger. This ability however drains a lot out of their Vis, thus having to go trough a full days worth of hunting to get their Vis energy back, and as they progress, maybe even more.

Another thing Tarkan offers is Shapeshifting abilities. Due to his Morpheum heritage, Tarkan gives Talana the power to shapeshift her limbs into something more useful to a dangerous situation. Notable "shapes" would be spiky razor like blade (razors facing downwards also acting as hooks), a rocky chittin shield - i know i know, chitin here, chitin there, chitin everywere -, whose resistance could fend of a magazine of a gun but not much more than that, a tentacle like whip (something like kerringans hair) and other random spikesin her body, while this is still a thing in training, it does cause Talana some degree of pain.

A recent ritual that Talana thought for her shapeshifting abilities that might or might not work is to subject her "shapes" to different natural harming elements. For example she applies small doses of acidic substance, extreme cold materials, small fire, poison scratches to her shield shape in order to increase its rezistance to such conditions, but it's still a work in progress, the resistance to such elements would be around 10% let's say. As far as the blade goes, it bathes it in some sort of poison, harmless to the touch but it becomes a problem once it enters your system if wounded, in hopes of dealing extra harm to those who pose a danger.

Beside the ritual, Talana and Tarkan also train his..or now their elemental transmutation abilities, taking time in changing forms from chittiny to rocky, to liquidy and so on. This however takes a lot of time to focus, taking Talana around 7 minutes to fully transmute.

Magical/Technological: Talana likes TRAINZ, CHOO CHOO ... no, no, I'm just joking, she does have a bit of low-dark vision and can see in the dark as if it was really dim light, but only in grayscale. Also you could count the fact that she can use her 2 pistols, or just pistols in general at an acceptable level...not a sharpshooter but she can hit 6-7 out of 10 times.

Magically speaking, despite being somewhat more or less slow, with enough training, she can manipulate vis relatively well, that being said she is reserved to trying out magic tho not having dabbled too much in said areas.

[G]eneral: Like all Prae, Annalise is lissom and clean-limbed, moving with an ease you can expect from someone of her race. In another world she may have been a gymnast but there is a distinct lack of hardness to her figure, as if she has never had to put that agile figure to use. Fair skinned, thin wrists and blue eyes, altogether, her appearance presents an air of fragility. This is a body not suited to labour or combat, even more so than the rest of her race.[M]arkings and Crystal: True to her appearance, Annalise's markings are delicate and soft. Deep blue swirls run from the outer corner of her left eye and run down her face, neck and across her shoulders before reaching the point at her back where her wings would appear. On their path they interweave and dance with an intricacy less common among her people. At the center of her forehead sits a diamond shaped crystal the same light blue as her eyes. [M]anifest: When Annalise manifests her Anima it appears, like many Prae, as wings. Although her's seem to take on no distinctive shape, shifting and falling constantly like coloured smoke before disappearing into the air. Honestly, she thinks it's kind of ridiculous.

{P}ersonality:

Annalise had been taught to maintain a calm and outwardly pleasant demeanor ("It's the best way to deal with these tyrants, darling.") but this has been distorted to more of a cold indifference which can make her seem unapproachable. However, her youth and passion (read: hatred) mean she is still quite fast to anger and it is not uncommon for her to react discourteously (read: childishly) to comments. It is lucky, then, that she has a sharp wit and sarcastic air to respond with. Ultimately, she is not unkind or, at least, she won't go out of her way to be, but she has no patience for fools or liars. It is important to note that the person she is most harsh to tends to be herself. The perceptive might guess that there is a vulnerability she is hiding beneath it all but she would be loathe to admit it. It's incredible, really, how someone so connected to other people's emotions, deny's her own so well.

Despite this, Annalise considers herself an equal opportunist i.e. she will treat everyone with the same level of indifference. Before the incident [see History], as she's taken to calling it, this even meant Licentia. Her anger for certain members of their race has predominated the way she thinks about all Licentia but it is very possible that a kind Licenti could alter her perception. She is young, angry and afraid but may not be blinded by prejudices forever.

{H}istory:

Annalise was born into a matrilineal line of well respected and powerful Prae women. Her mother, like her mother before her, worked for the UN as a Priscus ambassador seeking to strengthen Prae relations with humans and, to a lesser extent, Licentia. Her family were well suited for the role given their innate capacity to influence emotions and detect lies [see Magic capabilities]. Diffusing a tense political atmosphere? Swaying a vote the way you need it to go? No problem. Annalise, too, was born with these abilities and was (and continues to be) trained to utilise them fully with the expectation that she would eventually take on her mother's position.

It was on a trip to Ominar with her mother that her path was irrevocably altered.

She felt the spray of rain as her car door was yanked open and the grip of darkness as she was struck across the temple. When she woke in the hospital, head throbbing and limbs heavy, a polished human sat by her bedside.

After some hesitation he proceeded with a clearly prepared statement. "Miss Langley, I'm sorry to inform you that your mother has been abducted. The attack was believed to have been carried out by Licentia under the orders of the notorious criminal Szayeis. The authority and government have been informed, it is being widely publicized and citizens will be informed to be on high alert. We have every intention of finding your..."

"She's dead." Annalise interupts, simply.

"I-I'm sorry Miss?"

"She's gone. Her Anima..." She trailed off, touching her fingertips to the markings on her chest, now interwoven with the similar markings of her mother. She had died and imparted her energy to her daughter.

This is not the tale of some poor orphan. Annalise was not left to fend for herself, she was too valuable to the Prae governement, especially with a significantly expanded Anima (that she has no idea what to do with). She would still be expected to continue her mother's work. As a result, she has since been kept under the protection and watchful eye of the government until she comes of appropriate skill and age. Annalise has other ideas.

Annalise can't remember ever crying for her mother. Instead, the death festered in her mind, warping into hatred for the Lincentia. Before, her opinion had been a relatively kind one, in comparison to the rest of her race. They may have violent criminals and horrific monsters among them but if they were willing to cooperate it shouldn't stand in the way of a peaceful relationship. That had been her mother's teaching. It was harder to follow in the wake of her death. It is foolish, she knows, but Annalise intends to find Szayeis and bring him to justice. Or at least find someone who can do it for her.

{B}elongings/{E}quipment

Smartphone. It's nice, new, probably the latest model.

Handgun of some kind. Nel doesn't know anything about guns other than if she ever needs to defend herself, emotional manipulation isn't always going to work.

A handbag full of crap. There are definitely some tissues in there.

{C}apabilities

Mental:You would say Annalise is intelligent but not wise, something that may come to her with age and experience. She has an inquisitive mind, quick wit and absorbs information but does not always know what to do with it. If she were left to fend for herself, she may struggle in the sense that she has no "street smarts".

Physical:Despite cutting an acrobatic figure, Annalise is next to useless in a fight. Never having been in a situation where she has had to fight and never undergoing any training, she would be helpless to defend herself from an attack. In a combat situation, her only hope would be to rely on a kind of natural speed to slip away or, in a pinch, dodge a strike.

Magical/Technological:Telepathy: Relating to her ability to alter people's emotions Annalise can sense the true emotions and intent of someone if she is focused on them specifically. When in the manifested state, Annalise also has the capacity to pick up on fleeting, surface thoughts. This is exceptionally useful in detecting lies. Healing: Simply the capacity to heal at an accelerated rate. Emotional Manipulation: Normally, Annalise will emit low levels of energy which can set a mood over the entire room depending on how she herself feels. For example, when she is calm, the room tends to be just that bit quieter and when she is scared it will underlie the area with a sense of panic and urgency. It is a relatively weak effect, which can be overcome by most when they chose to actively do so. When in the manifested state, it works more deliberately. Annalise may smile and say, "I'm on your side" to create the feeling of trust and coax the information she needs out of someone or "Help me." with an edge of fear to imbue someone with the need to protect her. She cannot give direct commands and some people, with fierce or stubborn constitutions, are harder to sway. But most can be cracked eventually. Clairevoyance: Annalise's mother always liked to say that she was born with "A terrible sense of dread and a brilliant sense of direction". If this had been given time to develop like her other skills, Annalise may have become powerful in future-sight. However, clairvoyance, according to her family, is just a myth. Instead, Annalise just believes she is incredibly serendipitous, seeming to be just where she needs to be when she needs to be (a brilliant sense of direction) and often avoiding poor situations (a terrible sense of dread). In the manifested state, this can become more potent to a point where certain situations begin to feel like deja vu. Manifest: For a young Prae, Annalise can extend the time she is in Manifest for a longer period or more often owing to the fact that her Anima has been significantly increased.

Standing at 5'10 and weighing in at around 150 lbs, Dranai is fairly thin, though not overly lanky. Carrying himself with an imperious air as if constantly judging the world, the man has excellent posture and walks with a sense of purpose. His three most defining qualities tend to be listed as his distinctly silver eyes and hair, as well as his nose, which is slightly curved, giving him an almost hawkish appearance from some angles. However, as a result of this and the way he carries himself, Dranai is only average in the looks department--though he more than makes up for it in intelligence. Often overlooked are the golden flecks in his eyes if one looks closely. Only Dranai and his now rather elderly parents know their significance.

[ ⊰⊱ ] ℬ io

A man who believes in evidence and science, Dranai could be described as an empiricist, this scholarly professor is a man who appreciates efficiency and intelligence. Often seen as rather impatient and even easily irritated—if not angered—Dranai goes about his life with purpose, never satisfied to idle about when he could be making a difference in the tumultuous chaos of society. Having dedicated a large part of his life to both teaching and studying the ways of the world, Dranai is both a scientist, a mage, and a teacher—if a harsh one. Unforgiving of stupidity, Dranai has little patience for the mentally incapable, and even less so for the pointlessly verbose. While he has no problem listening to someone speak on and on with purpose to their words, he finds that listening to someone ramble on irritates him greatly. Furthermore, the professor is not one to simply take someone on their word, preferring evidence be supplied almost regardless of the claim as he is of the belief that—by and large—a thing without evidence is a thing without substance or meaning.

Almost certainly as a result of this mentality, Dranai is not a particularly empathetic person, though while he is not uncaring to the problems and disparities of others, he would rather move forward than dwell within such squalor. So it is that he can seem insensitive when giving advice to the downtrodden, as his words are often harsh, if honest and heartfelt. So it is that while most consider him uncaring, Dranai is in reality one who cares for others, but simply finds that coddling them would be a disservice. In simple terms it could be said that he simply lacks of the necessary traits for adequately comforting others, and while this has served as an unfortunate truth at some points in life, it has done little to make pause his seemingly endless drive for self improvement; nor has it ever stopped those students of his who keep up their studies from becoming well respected men and women in their own right.

While not the least notable of his quirks, Dranai has a particular frustration with the fact that magical and scientific theory do not entirely mesh. This particular fact is one that he, though only in the safety of his mind, refuses to believe the truth. It is his life's mission, one could say, to reconcile the theories of magic and science so that no longer will the world find it necessary to differentiate the two. It is surely no simple task and through it one may come to realize that Dranai's ambition is no force to be laughed at or disregarded.

Born into a relatively normal family in Britain, Dranai--even as a child--was always rather detached. Finding it difficult to get along with other children his age, not to mention deal with large crowds, the boy had it rough growing up, eventually gravitating to a more isolated relation with the rest of humanity at large. However, if one thing stands out it would be his inquisitiveness, skill with numbers, and love of stage magic--imparted to him by his father who worked as a stage magician even in this day and age. As he continued his education, going into highschool, he found himself either isolated from the various cliques, or involved with the clique of outcasts themselves. It was here that one of his fellow outcasts, a nerd obsessed with the sciences, came into his life. Troy was his name, constantly blabbed on and on to Dranai and the group about biology and even physics and while most ignored him, Dranai took notice. Eventually the two became friends and took to studying various subjects together.

However, sadly, in their just before their junior year, Dranai's parents moved the family to Ominar and enrolled their son in a private school. Keeping contact with Troy via the internet, Dranai continued his studies in science at his new school in Ominar, but soon found out that there was something else of interest to be observed: Magic theory. Enrolling in the class first out of curiosity--though with his reservations--Dranai soon found that he could see some similarities between Magic in science. It almost seemed like the Vis, Anima, and Ostium had some inherent mechanics to them, even if the teacher did little to explain them. Finding this to be far from satisfactory, Dranai began practicing magic in his free time alongside his scientific studies.

Rather swiftly this got him to a dead end where he couldn't seem to get his hands on further information. So, desperate after searching various libraries--both digital and otherwise--the young man arranged a meeting with a rather shady individual. Taking along a taser just in case, the untrained teenager headed out into the streets of Ominar.

However, when he arrived at what had to be the address, he found himself confused as what stood before him was a shack in a rather seedy neighborhood. Hesitantly he knocked on the door, but what answered was no man, but instead a trio of children. Brows knit, Dranai asked to see the Broker. The children looked between one another before one retreated out of sight. Minutes later Dranai met a man he later regretted interacting with, a man whose name even he had forgotten. The Broker having coined the nickname, "Bree," for himself, Dranai was finally able to get his hands on some useful information for his studies. However, little did he know, he had signed a deal with the Hundred Headed Demon.

Having obtained some useful tomes, Dranai expanded his repertoire and understanding of magic rather rapidly and upon graduating he immediately enrolled to a local college, one that had magic related classes, not to mention those related to teaching. So it was that Dranai spent several years in college earning two degrees, one for teaching, and one in magic. He went on to become a professor at that same college several years later at the age of 26. Since then he has become well known throughout Dranai and in some small circles internationally as "The Professor," due to his odd and enigmatic teaching style especially due to the fact that it often involves his giving his students homework which involves them ambushing him with illusions.

With rumors having spread throughout the city about him, and with him having held lectures about the connection between magic and science, he is well known in both the scientific and magical community. Truly he is an odd man, doing as he sees fit--if within the bounds of the law.

Still...he never did pay back that favor.

To Be Updated.

[ ⊰⊱ ] ℰ quipment &ℬ elongings

Cellphone:Always kept on his person, Dranai's cellphone allows him to communicate through text or voice hands-free once he has answered a call or opened the necessary window due to a bluetooth-like device placed behind his ear, which detects his voice and flawlessly transfers his dictation to the device. He may also operate his cellphone entirely hands free if he so chooses.

Pocketbook:A book he uses for notes related to various things. While it would seem entirely mundane should another open it, this Pocketbook is actually engraved inside the narrow hollow between the leather sides that make up its front and rear covers. This rune engraving allows for the Pocketbook's contents to be stored within it so that they may only be accessed with the application of the user's Vis--willing or not. Who knows what the Pocketbook might truly contain within it once the rune has been activated.

Focus:As depicted, Dranai's Focus takes on the form of a sterling silver locket/pocketwatch. On one side it opens to reveal a set of complex engravings and an array formed from crystallized Vis, whereas the other side opens up onto a timepiece. Reflecting his nature, the professor's Focus facilitates some of his sleight of hand as well as acting as an amplifier for his magics, both defensive and illusionary. This Focus is also a larger part of the reason that people consider the man capable of temporal magic, even though this is not at all the case--not that he intends to correct their misunderstanding, after all, the misinformation can be quite useful.

Falseshot:A functional handgun enchanted with defensive magics, "Falseshot," as he calls it is never loaded with true rounds, but instead with rubber rounds or blanks. As such he can use these rounds as a scare tactic or, if he chooses to enchant the rubber bullets, he can use them to disable by way of pain and surprise. Dranai does in fact have a license to carry a concealed weapon, so he's hardly going to be accosted by police for having a weapon in his possession.

Crystal Dust:Dust composed of Vis crystal fragments harvested and formed from Dranai's own Anima, this material is one that many mages use as an additional magical amplifier. The substance is useful as it has a density equal to that of air despite being a solid, thus causing it to float in the air where the mage may manipulate it freely. In Dranai's case, this dust is utilized largely for the purpose of more easily casting his illusion magic, and when necessary, creating more powerful defensive spells and barriers. Due to its more solid state, Licentia have greater difficulty absorbing it and due to it being linked directly to his own Anima, Prae are incapable of absorbing it. Humans mages on the other hand are capable of manipulating it if they have a fair deal of skill.

Undercoat:Due to having past run ins with a particular information broker, the professor has taken to wearing a bulletproof undercoat. It's not a vest, mind you, it's a garment enchanted with sufficient resilience to protect him from body shots. This is not to say that it entirely protects him from guns. The garment can be overwhelmed if the weapon has too much spray, or too many hits per second. Additionally, the force of the bullet is not entirely mitigated, leaving the possibility open for a sudden strike knocking the air from his lungs or unsettling him enough to allow for a second strike while his guard is down.

[ ⊰⊱ ] ℭ apabilities

Intellect:Dranai is incredibly intelligent, it being one of his strengths, and has a mind equipped to handle advanced mathetics and magical mechanics both. Yet, oddly the area in which he is lacking is creativity, so it is that he treats magic much like he does science, something which ought to follow fairly rigid rules that can be laid out via equations in his head. This has led to his skill in defensive magics rising, but illusionary magic growing somewhat dull in some ways. Dranai's intellect is one focused on logic as well as being capable of considering up to three possibilities at once, with any greater amount drastically decreasing his ability to process anything further. Granted should he use all three "trains of thought," at once, it tends to slow down his reaction to stimuli in real time--that is if it doesn't cause him to space-out entirely. Lastly, it should be noted that despite his understanding of psychology, and his notable intelligence, Dranai has trouble understanding people, finding it difficult to see why people become so attached to people and things around them when those people and things are not beneficial to them in the long run.

Knowledgebase:Having studied the sciences for a good part of his late teens and early twenties, Dranai has developed a better than average understanding of physics as a whole, though more complex forms give him issue--often requiring reference material and something to write on for him to puzzle out solutions to his problems. Additionally, due to his having delved into the deep well of magic to study illusion, Dranai has an excellent understanding of human psychology, and while his recall is not perfect he has gained an understanding that bleeds into his subconscious, allowing him to employ methods in his work and everyday life without much thought. Still, he is no master of psychology and could be considered to still be learning--something he works at every day. Last, Dranai has a measure of streetsmarts and due to his higher education, has studied Licentia biology. He's come across a fair amount of their kind and this allows him to adapt his magical methods depending on the species. Still, he doesn't know even a notable fraction of the thousands upon thousands of species which exist so there are bound to be huge gaps in his knowledge of Licentia. As with psychology, he makes an effort to learn more every day.

Selective Memory:Likely due to his rather dismissive and impersonal nature, Dranai has developed a fairly selective memory, which keeps only the things that he works to recall or assigns great importance to. The useful part of this however, is that he has trained his mind over the years, allowing him an understanding of how to make certain memories stand out, thus making it fairly easy for him to make some memories stick, and others fade away. Still, the man is human and so this does not always work, leading him to occasionally forget things of great importance--hence the existence of his pocketbook.

A Teacher Am I:Having gone to school to become a college professor at the Institute for Scientific and Magical Learning, Dranai has the skills to teach anything he considers himself to have sufficient grasp of. Due to having been a teacher for roughly five years now, one could say that he has a fair grasp of the discipline. It almost goes without saying that he is skilled in this area considering the fact that he has come to be known as "The Professor."

All in all, Dranai is perhaps least developed in the physical sense as while he keeps himself in shape enough to be considered healthy, he in no way has gone above the call of duty to work out, build muscle, or physical stamina. He can lift things that a human man of his size and weight generally can as well as run at equivalent speeds. He's not even particularly resilient in the face of pain in comparison to another human. As such, if one wishes to find him at a disadvantage, all they need do is close the distance and strike directly at his person. It is also worth mentioning that due to the way that Dranai's mind processes information, that his senses can be overloaded more easily than a normal person's as he is hypersensitive to certain things.

Illusion Magic:Dranai's own art form, the man is skilled in the creation of illusions—though not in the same way as other skilled illusionists. While many illusionists utilize a vast and creative imagination, Dranai instead uses his intense attention to detail, understanding of psychology and biology, and various formulae to create his illusions. The result is less unique and interesting illusions with the trade-off of more illusions that succeed, which in Dranai's opinion, is far better than the efforts of his often lackadaisical peers.

Barrier Magic:A form of spellwork used primarily for protection, this magic is capable of solidifying Vis into defensive structures. While some merely structure theirs according to what seems the best defense, Dranai uses math and geometry to gauge the best defensive structures he can. Additionally it should be noted that Barrier magic can be used to shield against non-magical threats, including psychic threats and physical acts of violence.

Let it be known that "Bree," is a nickname.Thirty to Forty. ♦ Male. ♦ Human-Prae Hybrid.

[ ⊰⊱ ] Ⱥppearance

Standing at 5'10 and weighing in at 168 lbs, Bree--as he's called--is a well built, but not overly muscled man with a swagger to his step, a smirk often on his lips, and a twinkle in his hazel-brown eyes. Having Prae blood running through his veins due to relation twice removed--making him only a 1/4th Prae--Bree's most striking attribute is his odd eyes, which while appearing mostly brown, seem to glitter and refract light. Aside from his unique eyes and tousled dark brown hair, Bree is fairly average in appearance--though many women might attribute him a sort of roguish charm.

Aside the aforementioned, Bree tends to wear jeans and long, high collared black shirts, with no buttons fastened, giving him a relaxed or even lazy air practically all the time. On assignments he is known--if only as a bold fashion statement and almost-parody of hunters--to wear a Duster, which is black and without the typical straps to hold it in place. Aside this are his relatively normal looking boots, which while reminiscent of "cowboy boots," are far less flashy. This perhaps sums him up well, a man who possesses a classy and infrequently outlandish sense of style. No exception to this is his fairly plain black cowboy hat, which he has given the name Volgaris for some interesting and...sentimental reasons.

A long long time ago, in a little town in New Orleans literally named Backwater a man named Austin died, and two children were born, twins—though not identical in the least. Named by their parents, so came to be a child who grew up as one boy, but became many men and a girl whose name was Anastaesia. Leading relatively tame lives, the two children went to school, played with friends, and lived in relative peace with their parents, Louis and Maryyna. However, it appeared that fate decided to play its hand, throwing a joker into mix.

So it was that a string of murders occurred in the small town of Backwater, and so it was that the final two to fall were the parents of the poor naive children. Thus at tender and impressionable age of twelve, Anastaesia was tainted by trauma and the boy lost his name and had his mind torn to pieces. Lucky each in their own ways, the two survived, one with Anima altered, and the other with a mind permanently at war with itself, shifting about from one boy and into another in random fashion.

Seeking sanctuary after a long lonely walk through the swamp and country, the two children were taken in by stranger who offered them kindness, expecting little in return. So it was that they were adopted by the man, who they came to know as Grandpap. It was only later after he'd brought them up and even taught the scatterbrained boy a bit of magic that they were let out on their own and told the man's real name: Dorin Katela.

For a time the three traveled together, only to be joined by Dorin's true grandchild, a younger fellow named Vaihrn. Soon after, the siblings departed the two Katelas and decided to leave the U.S behind to make their way in a new land. However, before they departed, the young man used his newfound skills, along with his sister's wolfish persuasion, to garner more than a little money.

Following this, the two left the states and traveled to Europe, where they eventually settled in Ominar. Having been an orphan himself, the man who had come to be called Bree by his sister, started a little operation, setting up bunkers around the city, and employing the homeless and orphaned so long as they chose not to waste what they were given. With time his business expanded and he came to be known as the DealBroker, or conversely the DealBreaker, by those who were not so friendly following his execution of their assignments.

So it is that the Broker's watched the years pass, and it has come to this, Prae ruling his city and villainizing Licentia no matter their stories. It's been twenty years since he started his operations, and man he's never been so angry--at least some of him that is. Perhaps one day he'll be in agreement with himself.

As unlikely as that'd be.

Bree is a broker of deals, he's an informant, he's a mercenary, and he's a wanderer. He is infamous, and famously, known for breaking, and making, a variety of deals with a variety of clients. He works on a need to know basis, and is highly unpredictable...but reliable when he feels like it. While that'd seem to directly contradict the concept of reliability, it doesn't, as his skillset and track record make him one of the best, if not the best, in his line of work. It should be noted that he makes three types of 'deals'. It should be noted that the Broker has small bases in all the major cities, including Echetus. He of course keeps his angelic origins secret, and makes deals with even Judas' faction.

Deals: Can be made and broken, are sealed only by one's own word and an agreement of sort. These can really entail anything, but when making these one should know that they are completely subjective and debatable between the Broker's many personalities. This means that any one of them can and will have different ways of achieving, or sabotaging, any given deal according to their own wishes.

Binds: These are deals which he binds either himself or his client to via the Art applied in a way that is not typically used--not that the Art is at all common. These are not entirely subjective, but are not entirely objective either in terms of his personalities and their meaning. However, since these deals are written out they can be worded in such a way as to not give his personalities any wiggle room. Still, one has to be almost as careful with these, as if you write them wrong...you could end up in a ditch somewhere, making love to an elephant on a tricycle.

Promises: These deals have been agreed on between all of his personalities mutually in some fashion and as such will be fulfilled, regardless of the methods --unless it has been stated what methods must be used-- and as such are considerably less subjective than the two previous types of deal. Broker never breaks his promises, but he also almost never makes them. They are a rare commodity and if they are made, you better be careful what you're asking for...because the Broker always pays his dues.“Guy's got connections”: Due to his many years in the profession of Deals, the Broker is quite well connected. It's even rumored that should someone say something, somewhere, three cities away, in a dark alley, he'll hear it given a day or two. No one is quite sure how he does it, but the Broker manages to know more than he lets on, or let on more than he knows, quite often.

[ ⊰⊱ ] ℰ quipment &ℬ elongings

Dustkickers:These heavy duty boots have small compartments in them, allowing its user to kick up 'black dust,' otherwise known as gunpowder. These boots have a thin metal lining too, as well as running spikes reminiscent of track shoes to allow for a high level of traction. He has enchanted these boots slightly using the Art, so as to make them lighter, but only to him, so he can move with less restriction than would normally be allowed but still dish out a good ole asskicking.

Volgaris:Volgaris is a hat, a plain, but stylish, stetman hat that happens to be the Broker's favorite. It is the one item on his person that isn't enchanted to be useful in battle. Its sole enchantment has something to do with augmenting itself with absolutely insane levels of good luck. Considering the fact that Broker has been in numerous situations where it could've been lost, destroyed or damaged, yet against insurmountable odds it remains in perfect condition, as such Bree assumes that its enchantment is working, but he's still not quite sure....

Dustproof:This particular portion of his garb, his Duster, has gained its name from the fact that he continually adds enchantments to it and it has hit the point where the Duster itself is immune to most things with the exception of getting dusty. It can shield him somewhat from things like heat and slashing attacks, not mentioning its ability to contain air, allowing him to close it around his head to give him a very limited air supply in areas where he'd otherwise be unable to breath. While the Duster itself is pretty much invulnerable, being mostly capable of blocking piercing attacks, not to mention elemental assaults, it in no way protects him from the force behind these blows. This is why he will tend to get bruising and broken bones, rather than getting stabbed, burned or drowned. Crushing attacks are particularly dangerous to him for this exact reason. It should be noted that this duster is not actually invulnerable as it does take some of his own energy, and the energy from the environment, to fuel its various enchantments. He has stated, to Anastaesia, that it can only last so long in any given conflict if he doesn't want to exhaust himself just to keep its effects active.

Silverchains:These twin Colt 1911's, aka M1911's, are named as such due to both their silver coloration and because of their unique enchantments. The 'chain' part of their name comes from the fact that at the base of each pistol's grip --on the bottom part that'd normally face the ground when firing straight ahead-- is a small sigil. These sigils can be activated by a small influx of vis, allowing chains to spawn from within them and connect the two pistols. This chain, or rather the silver utilized to make it, is stored within the sigils themselves. There is a decent amount of silver, in fact there is enough silver within the sigils to create a twenty-two foot chain that connects the two weapons. This chain is extremely sharp to enemies, but completely dull to allies. How it differentiates between the two is a mystery. Other than this, there is a small secondary “trigger” on each gun. This trigger is more of a “button” mechanism that has been enchanted so as to link to the opposite pistol. This allows the Broker to fire a pistol without actually touching it, as long as he is touching its twin. This is particularly useful when he is using the chain.

Black Beauties:With enough power to do a significant amount of damage wherever it hits, the Black Beauties can teleport to one another, as there are small sigils on his finger tips which allow this. The sad part about this is that the Broker must be somewhat aware of the position or location of the guns so as to summon them to him. Otherwise they can randomly appear in different locations, or he'll accidentally summon “similar” energies to himself rather than the guns themselves. Additionally, the golden markings on the Black Beauties allow the guns to fire not only normal ammo, but to fire vis as well. In fact, the guns have been modified so that the portion of the gun directly corresponding with the hole in the barrel, but located on the rear-facing portion of the weapon, can fold open to pull vis into the gun to be fired through the barrel. Last, but not least, the Black Beauties gain their color not from a natural metal, but from being continually exposed to choice vis of particular Licentia. This makes them not only more durable and sturdy, but also means that, should he have to fight one of the other races, he can damage each of them in unique ways. The Black Beauties transfer some of this unique vis into the bullets giving them a minor siphoning ability, or the chance to erupt into loose fragments upon contact with their target.

Impression Sheathes:These gloves, though they are more like a strange kind of fingerless leather gauntlets, have had the very surface of their forms altered so that they can shift shape somewhat, though to a very limited degree. As such, the gloves can cover his fingers completely if needed, in addition to the fact that he can overlay sigils onto their form and the fabric will remember the sigils for later use. While the fabric can “remember,” as many sigils as can be reasonably fit on its surface, it can only do so for an hour or two for simple sigils, and three minutes for complex ones.

RedShine:A weapon that might as well be composed of enchantments, RedShine is made of a metal that was crafted through the use of the Art. This metal has a mixture of properties, giving it the sturdiness of steel, but the conductivity of silver. The properties of the elastic rapier, and the hard piercing longsword have both been augmented into this blade and can be switched on and off by altering the pressure being placed on the grip of the blade. To increase the blade's elasticity the pressure must be light, to decrease the elasticity the pressure must be greater. There exists a third function to this blade and that is to channel the vis of silver or to pull the blood of other beings into the blade. When the blood is pulled in it can either be purified or its traits can augment the blade to harm a particular race depending on who, or rather what race, the blood belongs to. RedShine can only contain foreign vis for a maximum of ten minutes after which point it will disperse into the surrounding environment. RedShine can replicate, but only once, allowing him twin blades rather than just a lonely sword.

BlackLeech:As its name implies, BlackLeech is capable of pulling trace amounts of vis from biological, or inanimate, materials that it comes into contact with. BlackLeech works primarily with biological matter, but can be used on inanimate matter as well. It should be noted that BlackLeech has four other notable traits. Firstly that it is composed of the same metal as RedShine; Secondly that it can only hold up to one Anima signature at a time; Thirdly, BlackLeech cannot hold vis for more than twenty seconds; Last of all, when it cuts a living thing the process of vis being absorbed causes a rushing and burning sensation on the cut area.

Tuner:The sheath to Bree's dagger, Tuner can pull any vis from the BlackLeech and store it for later use. Tuner can store or combine up to six different separate Anima signatures, allowing it to be a container for vis that requires analysis at a later time or to serve as a conduit for BlackLeech or Bree's magic.

The Sniffer:This object works much like a compass and a yard stick in that it detects vis as well as pointing to Anima signatures that are imputed into its apparatus. Additionally, the Sniffer is capable of detecting the predominant type of vis in any given area, as well as the levels of each less dominant kind, meaning it can tell how much Prae, Human, and Licentian vis is in any given area. Last, but not least, is the fact that the Sniffer can point to the most potent source/congregation of vis. The device has various 'hands' and the like to point to these locations, as well as a meter or two on the back, covered by the metal, which can easily be opened for the Broker to see. The device is enchanted so that it is essentially indestructible (though not entirely so), and will vanish from perception when not in use leading Bree to sometimes forget it's on his person at all.

[ ⊰⊱ ] ℭ apabilities

The Hundred-Headed Demon:One of Bree's well known aliases, this particular title relates to his chimeric personality, which due to the accident in his childhood, was left permanently altered. This is not to say that he was merely changed as a person, but instead to say that he seems a man whose mind shifts tacts like a model changes clothes. Yes, for rather than a man united by singular purpose and a set of well defined mental traits, Bree's mind is instead disjointed, possessing possibly hundreds or thousands of personality permutations each with their own set of beliefs, morals, and attitudes. If this were not difficult enough to deal with, Bree has no control over which “him,” is active at any given time, nor does he control when a switch between an active persona and one of many many dormant personas occurs.

Still, no matter the shift, the individual is considered “Bree,” with one exclusion that the man refuses to talk about or allowed to be documented aside from it being referred to by all his various persona as “The Devil.” Beyond this, it should be known that Bree loses no memory or awareness as his shifts can occur at the drop of a hat, the turn of a shoulder, or the flip of a coin. So it is that people have come to call him the Hundred-Headed Demon, as what else could be so terrifyingly confusing?

The “Perfect” Conman:Once again deriving from his personality, the Broker is often called the “Perfect Conman” because while his myriad personalities do not all get along, almost none of them will try to get in the way of their own collective well-being. This is one of his many rules, and is likely one of the rules that truly holds him together as a functional person in society. Without it he'd fall to shambles.

The Nasty Macgyver:Outside of the abilities that primarily originate from his divergent personalities, Broker has exceptional skill at improvisation and this even comes into play when he is in a sticky situation and has to make the best of a small amount of resources. He has earned this title, of a sort, from getting himself in and out of situations with tools and objects that would not typically be helpful in those situations, but nonetheless got him out alive and (mostly) in one piece. Because of this, those who have dealt with him on the opposite side before know to try and take as many of his valuables, trinkets, and otherwise belongings when trying to keep him tied up, or in captivity in general, because if they don't they might just end up on the pointy end of a toothpick.

Psychological Knowledge and Manipulation:Due in part to his Personality, which can be described as that of a hundred headed demon, Broker is quite good at manipulating people to do what he wants. At the very least he can typically turn situations to his favor in some way, allowing him to masterfully switch gears and sides pretty much instantly. Additionally, he has dabbled in the study of the psyche in order to attempt to understand his own shifting personality better, and while it didn't help him too much in that regard, it has given him some useful tools. It should be noted that because of his shifting disposition, the Broker can very easily deal with and understand a wide variety of people. Many people who have observed him actually think him to be able to perfectly understand nigh anyone due to this shifting syndrome of his, this is however an overestimation of his abilities, which are impressive nonetheless. This skill is often seen when he ends up gaining a relatively clear picture of someone's barebones personality based on short interactions between himself and others. While fairly accurate, this is at the end of the day guesswork mixed with actual psychological know how.

Minor Explosive Knowledge:Since watching pretty explosions is fun and some of his more...dastardly clients want rather big Deals fulfilled, he has learned how to properly use various hand-held, or otherwise, explosives. Some of these include grenades, flash grenades, and C4...also pipe bombs, lots of pipe bombs.

Hybrid Anima & Vis:A vis altered due to a grandmother who was Prae, Bree's Anima is more dense and pure than that of a normal human—though too a minor degree. Additionally, while his diluted blood does allow him to use magic as a human would, his use of such is hampered in some ways as his vis does not flow so freely or grasp so easily onto the energies of things outside of himself. To supplant this, Bree absorbs ambient vis at a slow pace on top of regenerating it like a human. This increases his physical stamina and alters his biology slightly due to his crystal having been metabolized into his blood and suffused throughout his body. As some of the tiny dust particles have settled in his eyes, he is more aware of vis in his surroundings, and since it has settled everywhere else he channels the energy more easily through his own form if not outside it. This allows him to use a form of minor telekinesis in the form of biological augmentation, making him slightly more durable than the average human—rather paradoxical due to the typically fragile nature of a Prae's body. So it is that Bree recovers from beatings more swiftly, retains consciousness for longer, and can sustain more damage than your average joe. Of course, it helps that he's used to it too.

Swordsmanship:He sure as hell ain't a master swordsman, but he is far from amateur in the art of swordplay and can hold his own against most of decent, or considerable, skill. He prefers light fast blades, allowing him high maneuverability, a bending unpredictable strike, or a solid defense by way of offensive prowess. At the same time, some of his personalities like to switch gears and use his blade(s) as a defense, allowing him to trap his opponent and then use one of his other abilities to finish 'em off.

Marksmanship:While he's no soldier and he's no pro, the Broker has sufficient skill to get by when it comes to marksmanship, though he does prefer revolvers and Desert Eagle pistols to get the job done most of the time, he will sometimes don more heavy weaponry to do the dirty deed. It should be noted that some of his personalities dislike the use of firearms and so will not use them traditionally, or even at all depending on their opinion(s).

Trickshot:While he is no master, his skill with his weapons of choice, mentioned above, are considerable, allowing him to pull some pretty miraculous stunts sometimes.

Juggler:Having learned it just for the heck of it, also to amuse his younger sister when they were both kids, Broker has since turned it into a useful ability. At this point in time he'll use it to wield multiple sets of weapons at once, or quickly switch between different tools or the like in difficult situations. Lastly his hand-eye coordination is improved by this greatly, allowing him to easier keep track of multiple variables, objects, and individuals in any given situation.

DualWelding:Because he is ambidextrous, though he started as left handed, the Broker has developed a high level of compatibility to dual wield not only two of the same weapon, but two completely different weapons or tools. In addition to this, the Broker can 'weld' two skillsets together almost flawlessly. Combined with his ability to wield the Art, he can even combine two objects together for rather interesting contraptions, though he doesn't do this last bit too often since it can be rather taxing.

The Art of Athriohm:While he did find his own master to study under at one point, the man died tragically at the hands of a now quite dead Licenti prior to the completion of his apprenticeship. He has since managed to scrounge up information on the Art, do his own research, and plenty of experimentation. This has allowed him to gain just enough skill at it that he can manage himself. However, his skill with the Art is not strong enough on its lonesome (in most situations or if used traditionally) to serve as his primary fighting skill. It does however, give him a lot of variability, as it can easily augment any of his other skills.

Constractsman, the Smithy of Deals:Utilizing the Art and some rather tricky methods, the DealBroker is capable of writing binding contracts that are not upheld by something as flimsy as a government, but rather by the very vis of the individuals who sign it with their signature. While he will sometimes call these contracts, he will more often refer to them as 'Dealbinds,' 'Binds,' or 'Binding Deals.' Their overall categorization falls somewhere between his definitions of 'Deal' and 'Promise' which can be seen far above.

During the induction and debut of mortal intricacies, the impression of Nyx has varied betwixt existences of delicacy and frailty, the sort that compounds into translucent flesh and slender vices; from arachnid splendors, to sallow complexions and threads of shorn hair. They have sired upon routine and predictability from youth, blossoming further upon the cusp of her own developments over time, inclining to a muddied genetic selection whilst bordering on courteous hereditary looks. Nyx has never been bequeathed with fascination on whims of vanity, and has adhered to rituals of pragmatism: her looks a tool, rather than a luxury. Such a belief had been cultured and nurtured by chasms of familial induction and repetition; much suiting for the current overshadow of human flaw. In reflection, she routinely keeps her hair, once a wheat-dulled blonde, cropped to imitate an impish conception, and with her unique splicing and genome refinement, the threads have lightened to a crisp, arctic hue; bleached entirely to white. The parlour of her skin has darkened to a swarthy hue, the saturnine colour dusted with specks of gold and bronze, highlighting to the arch of her brow and along the generous pout and bow of her mouth; the shells painted with a matte red.

Nyx wasn't so always embellished, her previous aspect was of washed-out alabaster, the sort of achromatic blandness that drained life and colour from both eyes and skin, with naught a spark found within her glamour. Though once pale and drawn, Nyx has not altered so much as in height and weight, these values consistent, and her style of dress just as unwavouring. Capping to the crown of her head at five-seven, often swathed into monochromatics and cinches of leather, and enriched by the hybrid quality to her universal ambiance. She heralds an ethereal glamour, the interchanging aura of her previous sire, but also illustrating the mortal blemish of her original design. Elaborate designs draw from the corners of her eyes - dichotomous pools of silver and garnet - and sweep upwards into her pale fringe, these markings spiraling onward over the delicate cord of her neck and twining into a series of complex knots that taper onto the initial vertebrates of her slender spine. These enhancements are carried on from her sire once again, with her only brand inked onto the plane of her back, in juncture to her shoulder blade: the Gothic calligraphy of an "S" in where half of a crystal of shimmering history and emotion has thus been embedded.

⊱ P. . E. . R. . S. . O. . N. . A. . L. . I. . T. . Y

Therein lies a unique vulnerability befitting to Nyx's parlour, a degree of mute tragedy and raging stillness like the quaking wrath of the realm before the tumultuous sin of a storm. Surrendering over the breadth of heart and soul, and restraint, there is a bedlam betwixt misconstrued emotion and mutated desire that sires a conflict of truth and false webs of self and impression. Nyx is sophistication swathed in complexity, alluding to a manner that exists and festers beneath her initial impression, the chasm between her exhibited glamour and her inner qualms so severe, that it begets to a fluctuating state of psychosis and sanity. Her glamour, this being a constant projection is demonstrated as a harmless disposition; soft spoken femininity and wonder that illustrates quaint likeness and impressions to the political and racial upheaval of the realm.

In this, she pools and interchanges through monotonous beliefs of grey, never quite grasping the conceptions of white and black that adhere to the good, and the bad, and this could be relayed to her transitioning thought and candor. The severity of her thoughts border sadism, and sometimes depravity, mostly self directed with the eclipsing delusion to her own genetic state: the hybrid undone by the perceived gift another, and that death and ruins festers within her soul. Her psychological transitions can vary between extremes of obsession and addiction, the sort that desperately thrive and clings to a designated purposes; be this selfish or selfless. She is capable of flexible notions. However, Nyx is far from villainous, she lacks the proper animosity to infect her moral comprehension, but a degree of otherworldly curiosity has misconstrued her to be awfully flighty and to perhaps edge closer onto the border of malcontent; more than one might be supportive of.

⊱ H. . I. . S. . T. . O. . R. . Y

History and reflection have been deluged and fogged with the process of denial, a previous life snuffed by refusal and without acknowledgement to origins or true machinations of life. Nyx was once human, an existence that was grey and lifeless, undone by her preceding family and the forms of existing that were infected by a long-sewn hatred and distrust of varying races and even individuals of differing rituals and mindsets. Isolated, to the point of cruel singularity, Nyx's consciousness was warped to the first inclinations of curiosity and recluse sadism, barely crossing the fringe of her psychosis during these early years. She was not taught to be a good person, she was not taught anything side from a terrible refinement of pain and appearances, the bland dredges of her family uniformed on aesthetics of proper etiquette and later conformed into public appearances. There was a universal belief of superiority within the Faulken legacy, for their unique impression of Anima. However, before this discovery, and the production of a corrupted family, Nyx and her family lived exclusively on the outer most edges of Ominar. It was a life of quiet tranquility, Nyx was the third child with elder kin preparing for their advancements into various Universities that prophesied success in spades and refinement more so.

Perhaps, in reflection, the change of fate and destiny was brought about by the sudden warp of her kin and father, the individuals frequenting Ominar on pretenses of business, her father a scholar founded on sciences and theories of genetic enlightenment. He was founding various hypothesis to the generalized conception of Anima and Vis, even heralding lectures to browse various minds and thoughts to spur a series and chains of wonder. It was a dedication to knowledge and fascination that began to border obsession, and a fanaticism that had found purchase in all of their hearts. It was related to the unique impression of Anima founded within their line, able to correlate and mesh to extreme degrees with various components of energies, and almost able to expand the threshold to destructive breaches of power and content. It was almost, entirely, malevolent, purely designated to tear, reap and decimate spiritual components through the initiation of a particular conduit. It bred both pride and fear and sundered the tranquility of life when parcel came with the instructions for the rest of the Faulken family be moved promptly into Ominar, and Nyx's schooling be altered towards particular tutors and lectures. Little could be denied to her father, as her mother muttered to the eternal design and plan they had made long ago in their union: "should fortune come, you were then to be his children from then on."

Through the means of a particular conduit, this one being the garnet pendent embossed with the impression of an upturned cross, Nyx's initial integration into magic was cruel, harsh, riddling the girl with a pain that came with the abuse through the Ostium. To harness adept understand and control, Nyx's foci of the pendent was imbued with the Vis carried on from her father and brothers, the trio bearing similar accessories utilized in their own rigid methods; magic a terrible temptation and hubris the ugly sin carried on betwixt their avarice. The Faulken legacy was heavily distorted through Ominar through the dissolution of her father's term from the lecture halls that would behold his theory in both stances of insane and plausible. Through his self-termination, Nyx and her brothers followed, unable to defect from his vision, whilst her mother and remains of the Faulken house simply allowed him to do so, eventually vanishing all together; be it by death, or simple record tampering to disband the rumour and reputation that eclipsed any and all. Thus, the four remained, garnered in inverted symbols, upturned blasphemy and twined in their garnet sin: the colours of the Faulken.

By his whims, they left Ominar for a few years, being ridiculed as nothing more than upstarts attempting to bend and sway most to their severity; sometimes mocked, sometimes acknowledged as genuine threat by the sermons of a man gone hellacious and wild with his rituals. Nyx began to speculate that he was being influenced by a secondary source, another party that was infecting and pressing onto her father by the susceptible degree of their own prowess. Her studies had yielded the mutterings and curses and enchantments and the heightened perception of the races they so vehemently rallied against in their campaigns. Approaching the possibility saw her brothers turning venomous in their refusal and denial and they struck her down with every intention to see her blasphemous mouth silenced and bridled by pain and an inherent terror to their manic states of mind. By coming to realize it too late, Nyx had long lost her family, helplessly suspended in a bathe of scarlet hatred and familiar bonds that sluiced like tar; never letting her free. She even had come to forsake her given birth name, referred to as The Aeon by the sanction of her brothers, who bore similar monikers meant to instill wrath and power.

Returning to Ominar was met with pleas gone silent within her throat and her will manipulated, her disposition lax and obedient, wrought to submission. By the overturn of power, her father had gone insane and manic, a frenzy that spurred quiet revels that lead to endeavors into swearing more onto their cause, to bear sigils of garnet and allow their potentials to rise into fruition of utter madness. Nyx silently endured the bygone feral notions of her father, no longer recognizing him as her family, but more so her jailor and her brothers his military forces. While presumed harmless, he continued to try and go against the judicial practices set by the Prae, purposely acting out and thus refusing to bend knee to his new rulers. He even endeavored so far to threaten retaliation and effort to Priscus, to reap the festered paradise by the Vis it so wonderfully enshrouded.

And so, they answered.

By swift action under darkness, Nyx recalls wings of a shimmering manifest, and glittering stone with the raging desperation of her father; in short recollection, she assumed them to be excuted, for the betterment of a peaceful reign and the intentions of tranquility. Nyx aimlessly wondered there after, swathed into a melancholic means of existence; the sort that left her without purpose or designation, after being herded since her youth and mind turned nearly catatonic with only a garnet pendent left twined thrice around her neck to illustrate her former association. She was thus purposed as harmless and ineffective, never concerned that she might become burdened by revenge or means of retribution for the Faulken legacy. However, history designed that no ends be left undone and thread bare, and the impression of their Anima was too volatile still, but without the cemented foundation of her family and father to nurture such a potential. In reflection, it was probably done so as a precautionary sort, but Nyx would say it was only proper, she knew her family had ill favour and fortune, so when a Guardian Prae approached Nyx she was awash in awe and suspicion, but could deny little else in becoming their ward.

The bond was shallow at best, the crystal portion sunk into the inked flesh of her back usually burning with the internal link they shared, often her pain would be their own, and this included her emotional turmoil. The chasm of her empathy was vast and thus intriguing, the connection between human and Prae considered alien in retrospect. But, Nyx eventually learned the severity and binding process through their bond, it had set them for life, meant to protect and guide, their Anima correlating with one another until nearly as a singular aspect. Their whisper of a voice was constant within her thoughts and dreams, and Nyx was reminded of familiar likeness and purpose and their bond grew deeper and ever more vital and the previous hatreds and misconceptions that lead her life began to blur and fade.

Until they died. Fate was often cruel and unkind, and Nyx was reminded of what the fabled reaper had undone to those in a twist-abound reflection of misconstrued justice.

When her Guardian suddenly perished, foretold to have been slaughtered, Nyx was suddenly left with the emptiness of her previous years, a void of aphotic dread that surrendered her into a pit of woe. Speculation and whatever investigations followed lead to naught a clue, only the muttered belief that it was intended for her to inherent more than just half of a crystal and a ingrained connection. It was termed as a gift, sired on death and loss, the entirety of their being that was given refuge within Nyx Faulken; empowering and damning.

◇ Smartphone.Adhering to common law of technology, Nyx has undergone the notions to stay within contact with what little associates she has, the device designed with numerous intentions and purposes to be either hands-free or simply respondent to her vocal cues and oculi. The security measures are designated to her purpose only with a shell of Vis spun around the device in arachnid like constructs.

◇ Leather Bound.Being a material of choice and preference, Nyx's garb has thus been commonly noted to harbour slick materials of an ebony appeal, her most favoured that of a trench coat with scarlet embellishes and fashions, usually the belt slung over her slight waist that effectively conceals her impression and debut. Enchanted by Prae, whom once associated with her Guardian, the coat is interwoven and imbued with the capabilities of allowing Nyx to blend seamlessly within her surroundings, particularly of a darker illusion that also interacts with her own Anima and Vis; able to temper the effects of her own volatile nature, thus performing a channeling conduit meant to tame, cajole and snuff out the signature of energy.

◇ Foci.Though no longer required to manifest her potential, the garnet pendent bequeathed to her from her father has sentimental attachment and value, suspended by silver and crowned within interwoven lattice designs, the sigil of her former disgrace and her initial upbringing still remains corded thrice around her neck, eclipsed by the usual collars of her leather wardrobe. Nyx is incapable of parting with the fragment of her family legacy wherein the Vis of her father and brother continue to twine.

◇ Orthros.Nyx's only weapon, manufactured by the same Prae that had enchanted her wardrobe upon the final favour owed to her by the evidence that she had retained every aspect of her previous keeper. The alloy utilized is a pitch of ebon, infected by the impression of her Anima and Vis, expanded and thus uniquely responded to her singular impression. The structure of the weapon is described almost primitive in origin, but aesthetically advanced to the point of technological influence, being fixated to a spring mechanism running parallel to her arm that is interlaced with Vis to amplify the rate of ejection and thrust. Orthros is a dual-headed dagger performing aptly within close quarters, with the entire length comparable to her forearm, and capable of various stages of release. The initial is a forward thrust, the primary head of the dagger spearing from her sleeve, released from the Vis-springs whilst Nyx charges against her opponent, impaling deep and through the grooves channeled through the blades, her Vis is radically projected into her victim to overwhelm and correlate with the energy of her enemy. Thus, turning such against them through painful convulsions and agony. The secondary stage of release has Orthros nestling against her arm wherein she holds it aloft, parallel with her body and performing in juncture with her movements; providing ample slashing techniques and parrying against others of close range affinity.

The draw back of Orthros is the singular construct that it is, though capable of being removed from the mechanism housing, it is the only weapon Nyx has within her possession and cannot be separated from one another to become sister blades.

⊱ C. . A. . P. . A. . B. . I. . L. . I. . T. . I. . E. . S

◇ M. .e. .n. .t. .a. .l.

The collective years of abuse and stagnated mentality as accosted Nyx of her mental capacity and has thus warped her mindset to a degree of severity, depression and splintered psychosis of deluged grey. The dregs of her warped consciousness have produced a cynicism and critical way of debasement, a judgement that is almost scathing and withheld in the whorl of her agony by deeds done past. Bearing these cruelties in mind, Nyx's intelligence is varying components of suspicion and inquiries, her processes correlated and twined around the preexisting notions of having stoically adhering to the beck 'n call of her father. She is shrewdly calculating to peers and acquaintances alike, with a deeply embedded core of mutated, perpetual insanity.

◇ P. .h. .y. .s. .i. .c. .a. .l.

Nyx, with hybrid attributes, garners equal measurements of her mortal origins and esoteric benefactions. Her father's tutelage and near tortuous methods of perfected refinement afforded her apt strength and sensuous dexterity, as befitting to her intended style of combative prowess. Contortionist aptitude, compounded by the grace of Prae nourishment and purity, has also endowed Nyx with an underlying fragility, slight and perhaps unwarranted, but enough to tribute Nyx with a certain fluidity to par in juncture with her volatile Anima raging within her being.

◇ M. .a. .g. .i. .c. .a. .l

In this, was the true endeavors of her father and their legacy, it was this torrential reign within all Faulken that aroused their ruin and sired their fall from grace. Their Anima unique, unhinged, and bearing to the violent nature of the paternal dementia of power and magic, literally corroded from within and abound within lunacy. The nature of their laden soul was of wrath and nearly vengeful, adaptive and terrifying in the likeness of the warring sin, and their Vis crackling within the savage Aura it had become under the nourishment of derangement and greed. This, of course, was the primary condition, an imperfect conception and lacking purity and manifestation that could travel yonder from the original scope.

Her hybrid assimilation has significantly increased the scope of her Anima and Vis, broadening the breach and threshold of her original capability, and through personal speculation, it has not been decided quite yet if this if a beneficial factor a damning herald. Her powers branch onto chaos and a figure of despair, adaptive to the various energies encountered through daily musings; equivalent of both flame and oil; sluice and thick; slick and a torrent of heat and war. It is laden within this conceptualism of soul and energy that allows Nyx to call upon her Vis through frightening amounts, teeming the edges of the Ostium and fracturing the banks of the river and shattering the dam onto the ocean of power. Through this, Nyx has found that through the conduit in the form of a weapon, to be the most effective and manageable, should she rapidly loose control of her magical inclination otherwise.

Whilst her Anima is so defined and unpredictable, Nyx has also gained latent knowledge and know-how to engage within the aspect of a Guardian Prae, in the union of bonds and healing, but a significant lack of control has seen her to ignore these dormant capabilities. She is horrified at the prospect of binding herself onto another being, having lost family, warden and every aspect of connection through her life. To burden herself with the agony of loss is the bane of her thought and heart, christening Nyx with a complex towards her Prae embellishments.

Charles is much older than he appears. The reason for this is pretty simple: his body is stuck in the age of sixteen for as long as he can recall thanks to a curse. Looking at about 5’6” in height and weighing about 187 lbs, he’s a sturdy looking boy who seems able to take a punch then keep on rolling. His hair is raven black, reaching at about ear length. His curls are wild and thick, seemingly refusing to be tamed by any form of method aside from magic. His chin is left without the signs of manhood adding to his youthful appearance much to his dislike. His face has a slight sharp appeal to it making seem untrustworthy on first glance, increasing when he frowns in irritation, alongside his cream colored skin, dark blue eyes that hide under angular eyebrows.

When he casts magic, his eyes glow purple and the deeper the color than the stronger magic. Some might even say it can illuminate the darkest light though it doesn’t affect his ability to see in the dark. When teaching, he aims to give off a professional and mature look by wearing ironed slacks, button up dress shirt, a tie and dress shoes to make a good impression. Sadly, most the college kids seem to fail to realize he’s much older than they will ever be.

இ...Ｐ ｅｒｓｏｎａｌｉｔｙ...இ

Key aspects of his personality.

☽ Mannerisms ☾

Charles has had manners ingrained into him since birth. It was part of being expected to take a throne, both by his Aunt and mother, and failure to remember it was met with harsh repercussions from either. Unfortunately it’s now a habit. No longer associated with Morgan Le Fay, his mother Morgause dead, he has more freedom to chose which mannerisms he follows. In this case he became rather fond of the 1800s era since it was a time of respect, appearance, and reputation for young men and women alike. It’s also something he’s tried to pass onto his children and grandchildren, though the latter seemed to have difficulty in retaining them sometimes. In all his interactions he has never failed to retained them but the type of hospitality varies with the company he’s in, going from the pure forced basics to a mature eagerness of wanting to nice.

☽ Strangers ☾

With unknown individuals, he seems aloof, observant and unemotional when dealing with them. This is mostly because he’s not drawn a friendship or have reason to care for them. In his mind, they are merely a sentence in the book of his life and like many others will move on, not likely paying attention to his little scribbles in their lives. Due to his lifespan, he’s had a few friends that are still alive through he's had more associates and fleeting contacts. For the most part, he acts based on his impressions of their company which means their own actions determine the quality of his politeness.

☽ Friends ☾

When in the company of friends, his humanitarian tends to come out and his mind tends to focus on their well-being at the time. Due to his observant nature, he will take the time out of his schedule to ensure all things are in order with his small group of friends based on their life span. Licentia (which there is one) he often gets in contact once every century, Prae (which he hasn’t known any still alive) are every fifty years, and finally humans due to their short lives is every ten years. His own family, and other Ulna, are usually on a wanted basis since he tries not to create strings to attach them, but he doesn't isolate himself from them. In addition his more positive qualities come out like his patience, value of actions, and creativity on problems that might otherwise prove difficult.

☽ Conflict ☾

When he is met with a conflict, or nearly impossible to solve issue, Charles’ attitude sours. He becomes sarcastic and bitter in his tone, often subconsciously showing his irritation without realizing it. When he is approached with the fact of it, he often stubbornly dismisses it. In his experience, there's no problem that doesn't have a solution. Ever.

Extremely independent, he has trouble trying to follow plans he doesn’t believe will work or believes to have a better way. This makes working under someone difficult for him since it usually feels like his independence and freedom is being taken away, a fact that makes him rather grouchy. This often results in him going his own way to solve a problem rather than stick around to help and it would take some serious measures to alter his mind on the matter, usually a friend.

இ...Ｈｉｓｔｏｒｙ...இ

Charles has lived a long time. So to list every single event in his life would be tedious and more akin to listing everything from the time he woke up to when he bed on a daily basis. Each section will summarize his experiences in that area, long or short depending on the influence, while the header will have the Location, Year, and Current Name he was going by at that point for reference.

☽England|Somewhere around 5th century (400 AD-500 AD)|Mordred Le Fay☾

Mordred was best known as Arthur’s murder, and greatest traitor. In many cases, they are right but as with many myths, these stories retold over and over have created twists and warps in the original truth which only one that had been present could shed some light upon. Charles, being Mordred, has that right and ability to do just that. In the story, or rather what it lacks to mention, was in reality Mordred was a tool to greater plot by his Aunt. What it was, he didn’t know for sure and to be honest, he doesn’t give a damn now. He doesn’t know exactly what lead to his family to hate his father but he knows how his role started. His mother Morgause, with help from her adopted sister Morgana, seduced her half brother into bed and while being possessed by a Licenti created him. Together with Morgana’s guidance, they raised them from his father’s influence. They whispered dark thoughts and seeped the need for revenge into his very core as the years went on.

It all came to a boil and climax when Arthur learned of the truth upon Mordred’s sixteenth birthday. It was also the day of the curse that Morgana placed upon him, giving him eternal life and bringing his Ulna out during the ritual. This alter his life for years to come, but played no role quite yet. In fact, he wasn’t aware of the ability until about he clashed with her for the final time.

Naturally his father, being the good man he was, tried to pry into his life and become the father he should’ve been. However, like many great figures, even Arthur was flawed. Instead of being truthful and accept the prejudice of his followers, revealing himself to be less than a Saint, the man hid the fact that Mordred was his biological son. He passed him off as his nephew much to Mordred’s mother’s grudging acceptance. Through many in the court suspected, none questioned the king’s words over the matter. This made shame and anger fester into dark thoughts, inflamed by Morgana herself, so then Mordred took the throne in Arthur’s absence, he truly believed what his Aunt has spoken. That Arthur would die on his quest for the holy grail and the only way to retain what his father had created was through fear, pain and misery.

Predictably, Mordred’s actions summoned Arthur from the failed quest and he tried to take the throne away. Believing the man to be an imposture, Mordred refused to give it up. This lead to a war which brought Camelot crumbling down around the two bull headed individuals. Their final clash was upon the snowy banks of the England country, resulting in Mordred’s ‘death’ in the history books. The curse, however, had other ideas. His eyes snapped open and looked down, seeing the sword (not Excalibur) had finally been removed. His sight spotted stunned boy and his friends about to move his corpse to somewhere safe, likely ex-followers who believed in him. Sadly their lives were short lived. All killed by Morgana who had been standing there patiently waiting for him. She took a piece of his Anima that day... and he's been weaken ever since.

When news of his father’s death greeted him, most would’ve assumed he would’ve felt relief or happiness. They would’ve been wrong. Instead there was a hollow void in the wake of the King’s death and it was in that moment, he finally realized what he had done and who to blame for it. Who was responsible for the death of his father.

It was then he removed himself from history, choosing to live his life in isolation from his mother and Morgana.

It was some point during the 15th century that Mordred, now renamed as Henry Smith, found himself colonizing the new world. This was only one among many changes in his life. The others were that he had gained an interest in magic and while in secret, he practiced to become better at the one spell he knew. During the 1587 year, he lived within the settlement on Roanoke Island within North Carolina. For the first in two years, things were mild and peaceful compared to the more rowdy settlements where witchcraft rumors seemed to spread and ruins lives. It was those individuals he often avoided until the incident occurred in his home town.

It seemed a small group of Licentia had declared this to be their feeding ground and within a span of a day, the entire colony up and vanished. Fortunately Henry was out secretly practicing his magic which was likely what saved his life. Upon approaching the town, he quickly noted the fires used to light the boundaries from wild animals had burned down or went out in some places. Naturally human fear would’ve kicked in but Henry no longer submitted to such emotion, mainly because he had little to lose anymore. His main concern was for his present family and pushed into the town. Nothing. Everyone had vanished, the hairs on Henry’s neck rose in alarm when he shortly discovered why: a Licentia in the form of several locust swarms.

Being a mage, but inexperienced, Henry tried to fight it. It was pointless since the Licentia had more talent with magic and a great hunger, it quickly set upon him in a heartbeat. Being devoured from the outside in was one of the several painful events he had ever experienced and so he was grateful when another Licenti arrived to stop the pain. This one was named Archene, a particularly friendly creature which Henry later learned, had little issue chasing off the locust and helping him to the next town. Along the way, he asked questions that the healing immortal grudgingly explained before they parted ways. Throughout the ages, they crossed off and on, gaining semblance of respect and alliance when it was required. However, he never told what happened within the Lost Colony or that he was the sole survivor.

The call for independence gave Charles, now known as James Whittaker, a taste of brutal war. It was during this time he fought like a common soldier among the settlers who felt the British were being dictators and had little right to rule over their lives from across the sea. He was in numerous battles, each time taking another alias after he died in the fight. By the end of the stretch for independence, he had a bitter taste of victory and defeat over the lives lost over a simple idea. He found himself questioning if it was all worth it and vowed to avoid war in the future.

☽Nevada Territory| American Civil War (1861-65)| Angus Coldwell☾

This war was the most pointless of all in, Charles, now Angus Coldwell, opinion. It was newly formed nation’s early years and similar to a child tossing a temper when things weren’t happening the way they should. Brother fought brother, and families were divided over political aspects hidden under the guise of all men were created equal. While the president during that time might’ve actually believed it, Angus knew others within the political ranks weren’t as dedicated and the prejudice that followed proved him right. During the latter half of the period, he was drafted unwillingly into the war in order to supply income to his ‘adopted’ family. His father, crippled by disease, was more proud by his little white lie to serve than the money he wished he could bring in by other means. Another bloody war, and another bitter taste in his mouth was left when it ended.

☽New Orleans |Prohibition Within the USA (1920-33)| Nick Wild☾

Out of all the Eras, this one was among the better ones. It was before the Great Depression when he was Nick Wild, a runner for a squeak easy (illegal place where alcohol was sold). He had been shot, burned, arrested and worse but those times he knew what true friends were about. Even when the Law was against them, allowing him to create several remembered colleagues and whose' memories he will always value. However, his immortality allowed him to live past their lives as he once more slipped into the cracks of history.

☽Ominar| Present| Charles Aeon☾

Currently, Charles is now a professor working at the magic college within Ominar. He had a few families along the way, spreading his seed and genetics throughout time when his primal urges were still meaningful to him and he often found someone who kept him interested. Thankfully no one inherited his curse but he can’t image having a permanently 16 year old father, grandfather or older was on anyone’s wish list. It clearly wasn’t on his. For about a hundred years now he’s lead a mild life where he's chosen to retreat and instead blend with society for the most part. Due to his long life, he's never really became connected to the opposite gender, or even the same, making him develop an asexual view on sex, relationships and related topics. He’s been fortune enough to watch his child grow then produce a grandchild, his pride swelling for the first time in eons over the fact of seeing something apart of him grow and thrive. It has made the years he’s lived much less lonely since his last wife passed over hundred years ago.

இ...Ｂ ｅｌｏｎｇｉｎｇｓ| Ｅｑｕｉｐｍｅｎｔ...இ

☽Belongings☾

Small Savings: Living for as long as he has, Charles has money squirreled away within several bank accounts. Namely for times when he feels the need to simply vanish and escape time itself, all hidden in various methods. He has investments in bonds, stocks, out of country accounts, businesses, and more under his name.

Home: Charles home is a bit old fashion. Mainly as it would remind many of the early 1800s when technological advancements were rather limited or available only to the wealthiest, a period he was very relaxed with. It is located within Ominar, the currently occupied city, and within the more respectable estate areas. This doesn’t mean it’s among the easier to pilfer from homes as Charles has design specialized, magic based traps all around for unwelcomed intruders and have them replaced monthly.

☽Equipment☾

Cell Phone: The one piece of required modernize equipment on his person at all times. Few people, Licentia, or rarely Prae will ever have this number, but when they do than they can always contact him. It’s untraceable by magical or scientific means as it costed a pretty penny to ensure.

Bead Bracelet: There’s a small collection of memories, about 4 to be clear, bound on a string about his wrist. The bracelet itself is able to up to about 10 memories total, so when a new bead is formed then it can easily be deposited there for storage. Likewise, there are few already placed there for when needed in an emergency as listed below. As long as these spells are active in a slot, their effects remain but once they are stored the ability to use it is nulled temporarily.

All new spells will be ran through the GMs before being added

ღSpells: 3ღ

Distort(Human)Casting Time: 1 action (5 seconds total, 8 seconds due to rustiness) per individualRange: Self or touch Duration: When used on a group of individuals or items, the spell will hold up to at least an hour. On himself alone, it raises the max time to 6 hours. It can be prematurely cancelled and does not require concentration to retain.

This spell creates a mild obscuring effect upon the target by means of a thin layer of vis altering and effectively muddying the light rays that hit the target, scattering, blurring, and distorting them. It only affects small areas no larger than a foot in radius. The primary use of such a spell is to obscure one’s features from identification. It is not a combat spell or stealth granting spell.

A layer of vis is placed over the specified surface of the target, which causes the scattering effect. A small glyph or sigil must be drawn upon the intended recipient, either person or object. It doesn’t affect anything but visible light, and would not stop a concentrated columnated ray of light that was coherent (laser, essentially). It offers no defensive or offensive effects, nor bonuses to stealth. A dispel magic or other type spell will immediately end the spell as well, scattering the Vis that makes up the distortion layer/field.

Earthquake (human)- Able to vibrate the earth's surface itself and create mini quakes that can be directed or spread out to rattle ground based enemies. Charles, when this spell is released, can influence the range, strength and location merely by uttering the word: Terra. It has a set range of 25 foot radius of his figure and usually his target has to be within sight. The max magnitude is about between 5.5-6 on the scale.

Lights Out (human)- Able to absorb every source of light within a set range, namely blocking out lights for about 6 meters, when activated. This includes all types of lights sources from lamps, candles, fires to magical such as fire flares and more. If it creates light at the time than it is snuffed out. The activated gesture is a finger snap and lasts for a quarter of an hour. Any light turned after the spell is activated isn't affected. Some light sources would have to be turned on, like candles, lamps, etc. while others flicker on themselves.

Teleport (human)- Charles can use this ability to teleport long distance to any location he’s placed a marker, which he has to place a rune upon, visualize the location and utter Reditum to teleport. While he has this spell in a slot, he can activate up to 3 runes for which he can teleport to. When the spell is set in motion, anything touching Charles is immediately taken with him and it can’t be stopped. It is difficult to use this spell in combat due to the need for time to active it. If a Rune is damaged or he is hit, then the spell is concelled out leaving him standing there.

ღTraits: 1ღ

Healing (Prae)- Charles collected this once when a Prae Paladin ended up healing him after a fight, his Impression spell still active and unused. It was a rare time he ever encounter the species and during an extremely difficult fight against a human possessed by a Licenti. He has some knowledge in how to use this spell but he isn’t the best healer or as good as the Prae he obtained it from. The more grave the wound is, the longer it takes to heal. When activated, a swirl and slightly floral design tattoos itself appear across his face and neck line.

இ...Ｃａｐａｂｉｌｉｔｉｅｓ...இ

☽ Mental ☾

Long Lived: Due to Charles unnaturally extended life time, his intelligence comes from experience rather than the knowledge he’s obtained over the years. He’s not immune to humanity’s flaws like arrogance, ignorance, or worse because while Ulna are a subspecies of human, they are still just that. Instead he can see patterns in the delicate threads of life form and often come to his own, usually accurate, conclusions about the outcome. This can include things about people, events and more. However, he isn’t always right due to missing factors and so he never fully puts complete faith in his findings until evidence provides him with reason to do so.

Memory Beads: Due to Charles unique anatomy as a Ulna, he is able to push out memories or traits collected in his long life time. These memories form into marble sized, metallic hue beads that shift color like mother of pearl between silver, gold and bronze. They are then able to be attached to strings which are hung up and left somewhere safe until someone breaks them. These often contain DNA or Memories that would clutter his own and are currently are of no use to him presently. If it was left, this could create a unsavory reaction within the Ulna. When this race has too much DNA or memories collected, it clusters and tries to take over their original format, resulting in what Charles calls abominations. These abominations don’t resemble human, Licentia, or Prae in any sense of the word but rather someone had meshed, and mixed parts from each creature in a continually changing shape. The individual’s personality has vanished completely leaving a hollow shell which is acting according to the instinct of the most recent race collected.

If broken by someone else other than him, these memories transfer over to the individual allowing them to see the scene from Charles’ point of view and possible note details that were overlooked by themselves or complete unknown. These also include thoughts produced within the moment allowing the affected individual to see how he saw it all, inside and out. They can be transferred back- leaving an impression echo behind- through touch of several moments where he can reform the bead once again.

Strengths:

✔ Able to store numerous memories and sort them, allowing them not to take up precious space within Charles’ head or body. This means when Charles breaks one, he can easily and quickly recover the information within that select bead at any time.

✔ This gives Charles access to a vast well of knowledge from his past whenever he wants.

✔ Another special trait is that the bead can transfer the memory to another merely by allowing them to break it as mentioned before, this way they see the scene from his point of view and noting what he did without giving inaccurate information.

Limitations:

✘ When a bead is made from a memory, it’s completely voided from the mind and any information that is held can’t be accessed until the bead is broken by anyone.

✘ When broken, as when infused with Vis it becomes brittle, it transfers that memory to the individual who broke it. If it’s Charles, it adds to the stress of already existing traits or memories within Charles so he is limited to how many he can have at one time.

☽Physical☾

Impression: When activated, Charles creates a thin layer of Vis about his entire body which when it mingles with outside Vis from spells, traits or other factors results in an impression being made. After this occurs, the Vis is then absorbed back into the Anima and floods the body with knowledge of how to produce the same effects. However, Charles lacks the mental knowledge gained from learning the spell right from the start and requires practice for effectiveness. These impressions, usually about 2 spells or traits at max, are stored until they either are switched into becoming active spells or traits or placed into beads to be stored in the future.

Strengths:

✔ Due to this ability, Charles can learn a large amount of spells varying in power within a short period of time. For a human, this would take years to master and fully utilize while Charles merely needs practice, a bit of time and effort to learn.

✔ The cushion created by the Vis is able to lessen magical damage but not physical, mainly because not all physical attacks require Vis to be painful.

✔ Over time, especially with combative types, Charles has learned a wide range of spells to use thanks to his encounter with human mages, Licentia and a few Prae. From these individual memories, he is able to create magic spell/traits sets for whatever the current occasion might require.

Limitation:

✘ He has to prepare the Vis layer and get hit by the targeted spell, failing to do so will result in being unable to ‘collect’ the spell/trait desired.

✘ Any newly acquired spells are lacking in control so using it before Charles has examined and practiced with it will risk it backfiring on use.

✘ Since the Anima is so impressionable, he is limited to a set amount of spells/traits before things start to meddle with his DNA and hinder his individualism.

Cursed: Charles was cursed at a young age, on his sixteenth birthday. The terms of this curse has literally fixed his body in the permanent state of when it was casted upon him and granted him regeneration abilities. As far as he can tell, it’s impossible to kill him. Literally there’s nothing that he can’t heal from, examples being beheading to drowning and various other tried methods. However, it can be slowed or cease putting him into a sort of hibernation until it’s fixed, a fact he’s tried for a good portion of one era and wasn’t too thrilled about. The strange part is that his Anima seems impervious to damage, often when he's destroyed nearly his whole body there will always be a small, pingball sized object among the ashes. This is his Anima made into solid form, condensed and protected by his Vis.

Strengths:

✔ He is impossible to kill or keep permanently maimed, his body often reverting back to its original state through rapid healing. Charles has tried everything to commit suicide within a dark time in his life yet nothing has work, causing him to accept he will always live through everything done to him.

✔ Due to this ability, fear of death has long left Charles but his concern for others remains. Especially of those he loves.

Limitations:

✘ While there’s no true way to kill him, damage done still affects him normally. The greater the damage done over all, the longer it takes to heal and regrowth of anything takes a good day or so.

✘ In truth, Charles hates the pain and sensation that follows getting hit so he often avoids it when he can.

✘ He has learned there’s one way to delay his healing: damaging his Anima heavily or removing it completely. Once cut out and stored, Charles body becomes corpse like and sets him into a sense of hibernation (not killed) until it’s returned. He also suspects his Anima can easily be manipulated or altered within this state which honestly gives him the shivers since one piece is already missing...Unknown to Charles, if his Anima was significantly damaged or destroyed than he would die.

☽Magical/Technological☾

Vis Manipulation: Since Ulna have extreme control over their Vis, Charles has used that his advantage and focused on it as a specialty. Charles can manipulate his own Vis into creating anything from simple weapons to simple trinkets, even additional limbs like wings or arms. This spell’s possibility is limited only by his mind, meaning he requires deep knowledge, understanding and more when creating an object made from pure Vis. When he focuses on it, his mind manipulates and molds his own Vis into the needed design creating a see through metallic item made from complete energy. On touch it feels as it should, acts to laws of physics as it was designed to, and over all appears to be nearly identical to the real thing. There’s only two differences. When outside forces attempt to absorb it, the density of the Vis makes it rather difficult and often requires minutes to hours to break down depending on the object’s size and design. And Charles can control it within its logical limits of its design.

Strengths:

✔ Since they are primarily made of his Vis, they are more durable than natural things and require more effort from outside influences to absorb or change. When formed, they act according to design he has set before hand.

✔ This can range from things as simple as walls to block attacks to wings in order to fly namely if he understands the anatomy behind it.

✔ Since it is his own Vis, he has it anywhere so there’s little need for outside aids or devices, through he does keep them on hand time to time out of habit. The thought over the item/subject determines the time and Vis required to make it.

Limitations:

✘ Charles is unable to create true life, so anything with its own mind is out of the question and any attempt is usually more akin to a one command golem. (which is another sub spell)

✘ Complicated items such as guns, buildings, or similar items are beyond this magic's skills. Any attempts are brittle imitations and not very good ones which makes the attempts a pure waste of Vis.

✘ Charles can control the item but what he can do is limited by its design. If he creates a chest, he can slam shut the lid or slide it away but it can’t literally change shape into something else.

Vis Golems: Intimations of life, Vis Golems are Vis formed into various shapes depending on Charles’ mood. They have the same metallic, see through quality as his constructs, but these creatures aren’t living. Instead they are single minded and merely can only follow basic commands, much like a dog. This might explain Charles chose for their shape, but on special needs or requests, he can form other more unique shapes to the golems. However, their ‘minds’ are unaltered and follow the same command function. Charles can produce anywhere from 1-10 for each pack, through extreme use will slowly drain and weaken him over time during the fight.

Strength:

✔ These creatures act independently of Charles, enabling an ideal distraction or to supplement his own tactics. They are aware enough of his next movements that he’s never been hurt or injured by their attack, often their Vis disappearing on impact then being reabsorbed again.

✔ When fully formed, he merely has to give a single command much like the behavior of a loyal dog to send the beast into motion. Their dense Vis allows them to last for 12 hours max at default. Deterioration happens faster when that energy reserve is extended for other combative activities, their shape gradually faded away.

Limits:

✘ These creatures aren’t independent thinkers or alive so they won’t do anything else commanded. This command they will follow through until the very end unless Charles is around to change it.

✘ Being purely of Vis, they aren’t able to take a beating like a real dog and keep on going. When either an instant kill attack finds its mark and hits, the Golem immediately crumples back into its original state like a house of cards.

✘ When a creature is down, Charles has to reform a brand new one to replace it and over time it can exhaust him despite his Vis control.

6'1", 160lbs. Xavian's athletic figure is complimented by a mocha tan skin tone. His body is supported by healthy, lean muscle, often covered in loose-fit clothing. His jet black dreadlocks are neat and often tied back to reveal a sharp, youthful face. He has light green eyes which usually rest low, either due to his inherently reserved nature or the influence of herbal narcotics. His right arm is garnished with tattoos marked by his tribe's elders, each segment symbolizing a chapter of his journey. An ankh is tattooed on the center of his chest, and his family crest can be found on the side of his neck. His outfit is similar to everything seen in the picture above, excluding the dagger-like weapon, which Xavi does NOT have.

Personality

Xavian knows no fear. For this reason, he is very calm in almost every situation. He loves to get lost in his dreamscape, detaching from reality every now and then due to the dull and drab of the city. He is vary imaginative and curious, and although his outward demeanor may seem rather cryptic and nonchalant, he is very passionate about certain things. Xavian is a rather smooth individual, able to control dialogue by simply willing it to go in the direction he desires. He is not easily broken into, but does not desire to break into others, either. He simply prefers to keep to himself, because his own mind is and always will be his best friend. He feels his conscience is separate from his physical existence, and that the two love each other very deeply. He doesn't voice this "belief", but rather acknowledges it passively from within. He may seem passive or even entrancing to others, as there is a certain lure to his tranquil nature. To the wiser of the common, it doesn't take much to peak at his intense craving for knowledge and progress. He is but an ember, idling in a late night's ocean breeze. He thirsts for a gale to come ignite the fire he aspires to be.

History

Xavian's father, Julian Drake, was born in Montego Bay, Jamaica. From there, his journey led him to Egypt, where he wished to study the secrets of the world. Hailing from the forgotten Drake family, which once held a high prestige during the peak of the Rastafarian movement, Julian used the last of his quickly depleting funds to establish a sort of base in the African country. There, he married the woman of his dreams, who enchanted him with her royal presence. The two married, and eventually returned to Montego Bay, where Xavian was born.

Growing up, Xavian was always on the move, looking for new friends, new places, new hobbies. He was also described at "being good at being good at things." He started as an athlete, but quickly surpassed most of his peers and grew tired of sports due to the lack of competition. Academics were always a chore, so he often found himself ditching class to smoke in the neighboring jungles. His family felt worried for him, as the world was advancing so rapidly, yet their hope resided in the single child who refused to do what it took to become anything. Xavian often dreamed of magic and would fantasize vivid stories of him wielding it to save damsels in distress. The reality of doing such a thing seemed so far away, that it almost depressed Xavian. He knew he wasn't going to get anywhere living his melancholy life. After graduating high school, he felt more lost than ever. That is, until his father took him into one of Montego Bay's oldest museums and gave him a deep lecture about the Drake name. Instilled with a newfound purpose, Xavian was shipped to Ominar with the last of his parents funds.

Arriving only about a month prior to current events, he came with the hope of finding an education, maybe even in the arts of magic, with which he had little to no experience. What he found, instead, was political tension and corruption. Go figure. *puff* *puff* *pass*

Belongings/Equipment

Xavian arrived on Ominar with a single suitcase full of clothes and various necessities. The only exceptional item in his possession is a piece of his family heirloom (which is a dragon composed of various weapons and armor):

He also always carries a one-strap black bag (check main picture), which contains a wooden box that resembles a jewelry box. Within this box are various corked flasks that contain different herbs. Xavian frequently rolls some of these herbs in joints or blunts for various effects. Among his favorites are ganja (marijuanna), Cloudflower (known to ease all pain and cause feelings of weightlessness), and Cleartide (enhances focus to allow for zero wasted mental energy).

Capabilities

Mental:

+Strong-willed: Xavian's psyche is battlehardened due to constant exercise obtained through his hundreds of hours spent in a dreamscape. That, and the influence of strong herbs creates an emotionless, anxiety-ridden conscience capable of greatness.+No Fear: Xavian genuinely feels no fear for anything. It's not that he masks it, it's simply that he would rather focus his efforts on surviving than worrying about anything. Nothing scares him. Nothing.+Passionate Student: Xavian hated to admit it, but he loved some aspects of school. Although the workflow was too mundane for him, he felt a certain drive for expanding his knowledge and skills. Knowing more things meant being able to do more things. To Xavian, knowledge truly is power. He just hates the idea of wasting 8 hours a day chasing it, when a 30 minute read could give to him in one shot.+Adept: Xavian learns things REALLY fast.

-Numb: Xavian is often described as emotionless, and sometimes, this makes it hard for him to empathize or be empathized with. For this reason, he has no close friends, and rather, an abundance of "acquaintances".-Lost: Xavian often gets distracted and detaches from reality a lot. His lack of world knowledge when it comes to the realms and magic also sometimes frustrates him to the point of floating away to his own dream world. No point in even trying to discuss politics with him.

Physical

+Athletic: Xavian is fast. Xavian is strong. Xavian can probably outperform the majority of the common humans in Ominar in any athletic field. This is due to constant exercise during his early childhood and adulthood spent in Jamaica.+Drake: Xavian's family name, Drake, was one that believed in achieving the highest elevation possible within mind, body, and soul. Because of this, martial arts was routine for him and his various "cousins" (other commoners who had adopted the Drake name). He is a natural born combatant, though he doesn't pride himself on it as he isn't exceptional or anything.

-Rose Mist: An illness that many of the old-fashioned Jamaicans (drakes included) described as a long-stretched death sentence. "Rose Mist" is a chronic bloody cough that gradually grows harsher and harsher until eventually the victim dies of respiratory failure. At first, it was believed to be caused by the excessive smoking, but now, it seems to be more related to defects in the islanders' anima.

Magical/Technological

+Drake: Anyone with a keen sense for magic can detect a very strong anima within Xavian, untapped, and ever-expanding. His continued physical and mental growth have been mirrored on the spiritual side, and his father believes his anima to be much stronger than his very own. However...

-Rose Mist: His Anima seems to be "choked", and he is unable to utilize his ostium for whatever reason. This causes him great pain when he has a bout of coughing, as he can feel his immense magical energy trying to burst into the world before him. He hopes he can find some sort of solution to his problem in Ominar. Note that a plus side to this is that others cannot use or damage his Vis either, as it is sealed off within him.

Maria is very straightforward and honest. It's the traits she most learned from her father, who lived by the motto, and honest day's work for an honest day's pay. He never believed in lying, or trickery, so neither does she. Her honesty however is extremely brutal, and extends to her emotions. If someone makes Maria mad, she will flay the person alive with her tongue, whether or not the insult was intentional or not.

Despite the trigger temper, most of the time, Maria's very giving, even if crass, and she's extremely defensive of people around her. If Maria thinks something is for people's good, she'll do it without a split second consideration, or the recipient's consent.

Maria has two fears, a fear of touch, and a fear of magic. The latter came from witnessing her father's arrest, and she's not sure about the first. The latter also has given her an extreme prejudice against mages, she hates them and magic in every sense.

History:

Maria grew up in the poorer parts of Ominar, part of the slums many Licentia would later be forced to move to. Her father was a factory worker, and the only way he could provide for his large family was by working ridiculous hours. Even as strong and efficient at his job he was, he never seemed to get a raise. Maria once asked him why he never tried getting a better job, or learn magic to help, to which he'd respond "I do a honest day's work, fer an honest day's pay, don't need no magic for t'at".

His wife didn't agree, and after the separation, Maria became more or less in charge of the household at the age of 13 as things tightened down.

It was stressful, but happy for her, and all her memories of her father were happy ones. He would always come home with sweets, and although he was tired, he still made what little time he had for his children. Maria tried to help as much as she could, and at the age of 16, she got a job. The owner of a gun range was a family friend, and so Maria began work there, cleaning up targets, and setting up pigeons. The friend couldn't help but laugh when she'd been offered to shoot for the first time, and came back with a black eye.

She worked their for years, and picked up how to use a gun. Of course, she was free to shoot, but had to clean up just the same after every time. She asked alot of questions, and her boss always seemed to know the answer. She even began competing in tournaments, though she never won any, she got close several times.

One day, on a break with her boss, she started asking about the design of the gun she was using, and added a few suggestions. Laughing, he noted it'd be a great idea, if she could find someone to make it. Thinking about it, he did know a contact. Introducing the two, the gun designer took quite a liking to Maria, and offered her a new job, despite the fact she was barely old enough to own a gun herself.

Maria was quite successful, and began saving up money to move her family out of the slums. The current politics never seemed to bother her, who cared who was in charge, it didn't ever seem to help her any. The fact the prae took over only began to aggravate her when one of her neighbors, Ms. Sylph was forced out of her home. She was actually a kind licentia, who'd Maria'd helped out for odd jobs as a kid. Maria was different from her very vocal father in this reguard, who always referred to the prae as a "bunch'a berks".

One day, a year ago, as she was visiting her father, her life views seemed to change. Hunter's stormed the house, accusing her father of being possessed by licentia. Her father was strong, but the magic they used bound him in an instant, and he couldn't break free, no matter how much he struggled. Maria had never heard so many swear words, and swearing seemed to be her father's mother tongue.

The next few months were terrible for Maria, as the prae and hunters brutalized the slums, with the inhabitants being great scape goats. Maria herself was accused of being possessed, a similar raid occurring in her home. There was one big difference between her and her father. Her father never kept guns in the house. Maria doesn't remember much of the event, she only remembered waking up in a neighbors house, her hands still trembling. Mr. Sylph was there, and had assured her, he'd helped with the bodies (which somehow did not comfort the girl too much).

Maria had never been so glad to live in such a hellhole, as the hunter's only occasionally made raids to the place, so while wanted, Maria only had to worry about running if one was spotted in the area.

Deciding she couldn't let the prae get away with this, she joined the rebellion.

Belongings

Cellphone:

Guns

Light Sniper Rifle - Weighing 15 lbs, this sniper rifle fires .50 calibur rounds. Maria uses this gun when she is serious. Every past attempt to use has been a dark stain in her life. Though more a dark red stain on the ground.

Custom built shotgun(Uther 2025)- Maria's personal baby, Maria has spent years designing it. It is eight gauge with lethal pellet rounds. It manages 16 pellets crammed with explosive rounds. The shot from this are comparable to 8 grenades going off at once. Partly because it's near suicidal to use, and partly because of Maria's love of it, she's never sold the blueprints to this gun.

.22 handgun (x2)- Maria keeps two handguns hidden under her skirt. Each has 15 shots.

Capabilities

Mental

Maria's not the smartest cookie, and she has no dealings with magic, making her weak to mental assaults.

Physical

Maria is in very good physical condition. She doesn't have any magic to boost her up however, so she is by no means superhuman, but she is fairly well versed in parkour (having run from many questionably legal events in her life.)

Her accuracy with a gun is extremely impressive, and Maria is able to quickdraw seemingly like magic. Maria has spent years training in firing while moving, giving her a mobile fighting style. She's able to aim by instinct as this point, without needed more than a glance to hit a target.

Technology

Can identify caliburs by sound. Can pick up and figure out most modern weapons almost instantly. Maria is very good with her hands, and can jerry-rig machines fairly quickly. With enough time and material, she can design just about any non-magic weapon.

Absolutely no magical powers, or knowledge of Vis/Anima/Magic as a hole. Maria does know a bullet to the heart to a magic user does about the same as to anyone else, if they can't stop it.

Standing at 5'11 and weighing in at roughly 190 lbs, Mairyell has a solid, but lean msuculature with typically purple eyes that emit a subtle glow. His fairly handsome features typically overcast by relatively short brown hair, while the rest of his form is typically garbed in his hunter attire. At his hip he carries one of his three weapons, whilst the others remain hidden within his duster he exudes an air of relaxed confidence, with just the slightest trace of a predatory nature. While not typically out unless required, Mairyell does possess two dark red bat-like wings, composed primarily of blood, with a smattering of grown muscle and bone on rare occasion. When spread, these wings have a rather vast wingspan of roughly twelve or so feet from wing tip to wing tip. Beyond this, the only other notable feature of his body are his teeth, which can mimic those of a normal human, or become reminiscent of canines so as to allow the vampire to feed--not to mention his eyes, which glow more red when his blood manipulation is in use, and more blue when Brisn is in use.

[ ⊰⊱ ] ℬ io

A rash and easily angered boy in his youth, Mairyell has matured greatly since those far off times, having become much calmer and analytical than he once was. Having learn to harness his emotions where he cannot keep them in check, the hunter has made a point of making sure that his fits of rage never return to plague him and his loved ones again—let alone the world.

Having long grown used to his rather unique situation, Mairyell has embraced his Licenti side allowing him to be more true to himself than ever before. As a result, the infamous hunter is well known both for his passionate and fiery determination and his calm and almost detached attitude towards most things. He's the sort of person who can't stand being looked down on, and who won't stand by while the innocent are unnecessarily brought into the crossfire. This, and his fiercer side often seems out of place when put alongside his relatively relaxed state of mind as, on most days, he'd much rather spend time with his friends and loved ones than fight the world's battles for it.

Nonetheless, in part due to his fierce loyalty for those who earn it, and in part due to his inability to stand idly by while others are hurt, Mairyell tends to find himself on the battlefield defending others—more often with his fists than with his words. Strangely, despite his tendency to fight for what he believes in, he has been known to occasionally take on jobs that are contrary to his morals. More often than not this is because the job has to be done by someone, and doing it serves a purpose which he's willing to, for a time, sacrifice his personal comfort for the better of the many.

Moral dilemmas aside, Mairyell is a man with an eccentric, and not infrequently dark, sense of humor—which is largely due to the similarly dark experiences in his past, not to mention his own abilities. In direct contrast with his humor is his anger which, while not seen so often as it was in his youth, is something not to be trifled with. A fiery thing, Mairyell when driven into a rage is a force to be reckoned with, who is often willing to go to the extent of hurting himself to make sure that whomever provoked him either learns never to do so again, or never lives to get the chance. Just hope that you never have to be on the receiving end of such rage.

Basic summary:

>Prior to birth, his mother, Layna Kasio was infected by the influence of a Nightwalker.>Born in 1829, his biology altered from the Licentian influence within his mother during her pregnancy.>Layna remarries, having been courted by a man by the name of Maurice.>At the age of 5, Mairyell gains a younger sibling, Aeris, and their mother--having caught the scarlett fever, but also still resisting the influence of the Licentian vis within her, gradually declines in health.>At the age of 7, Mairyell and Aeris lose their mother to the fever.>In grief, their father lashes out at Mairyell, attempting to harshly groom him to succeed his company.>Finding his hybrid physiology disgusting and alien, the man attempts to find "cures.">After continued abuse, Mairyell is eventually sedated and locked in the family basement, where his father attempts to ignore the young hybrid.>Around Aeris' 19th birthday (a year later) she is kidnapped.>Neglecting to give his son the sedation treatment, the boy fully wakes, regaining his strength before promptly destroying his restraints and eroding the metal bars of his cage. He escapes.>Mairyell, certain that his sister is in danger, tracks her down with his prolific sense of smell.>Mairyell finds her just before the Licentia succeeds in devouring her, killing the creature and devouring its Anima to sate his long ignored hunger.>Mairyell and Aeris return home to an angry father, Aeris only wakes to see Mairyell and his father arguing, the man threatening to put him down again.>Aeris puts an end to it by snatching the syringe and breaking it against a wall.>The two attempt to leave home, but are stopped in their tracks by the appearance of a particular Licentia by the name of Szayeis.>Aeris is taken from both brother and father once more, trapped within the Nightwalker's body before being whisked away.>Unsure and distraught, Mairyell goes out into the world, running from his father, and trying to carve a place for himself.>Constantly trying to find leads to locate his sister, Mairyell grows in strength and experience, taking on the job of a hunter due to the connections it affords him.>Over the course of the next 150, or so, years, Mairyell gains an international reputation as the hunter "Sanguine.">Eventually finds himself in Ominar and eventually settles in a small apartment with his human girlfriend, Claire.>The two are close, but there are some difficulties surrounding his past and occupation.>Then, in 2043 Aeris, out of the blue, shows up.>Relieved, happy, but also confused by her return into his life, Mairyell is sent into a storm of confused feelings.>His relationship with Claire becomes more strained over time until the two have a rather bad argument before Claire heads off to work.>The woman dies in a car accident on her way there.>Distraught and feeling guilty, Mairyell finds his sister's shoulder to grieve on and the two grow closer--their past bond rekindled.>From that day onwards they become closer till their relationship goes beyond family and becomes romantic.>The two move in together.>News regarding Szayeis reaches Mairyell, setting him on edge.>The Prae begin their gradual take over of Ominar.>Take over is officialized and Mairyell grows more suspicious, noticing the disappearance, but not taking much mind to them. He's seen too much to be too spooked by it all.>Present day.

Ａeris:His younger sister, Mairyell and Aeris are not just abnormally close for siblings, but are actually romantically involved due to the circumstances of their past and their general inability--as a result of such--to connect properly with others on as deep a level. As a result the two are happily together in a relatively stable relationship with all that entails.

ℬree:Having dealt with the man in the past, Mairyell is tentative friends with the Broker, and the two are on good terms even if those terms are shaken up from time to time by the Broker's chimeric personality.

Szayeis:To be added.

[ ⊰⊱ ] ℰ quipment &ℬ elongings

ℭ ellphone:A rather advanced piece of machinery, Mairyell's cellphone, while appearing fairly normal for the age, is actually significantly more advanced than average. This is a result of his requiring it to be hyper durable--entirely because of his line of work. As a result the phone is fire proof, water proof, and could be rolled over by a fully laden semi without being crushed. Rather than be charged by normal means, the phone absorbs ambient vis, making, which also facilitates its ability to gain Vis readings. The device is exceptionally expensive and thus not something most people would own. Luckily for Mairyell his job rakes in pretty large sums of cash.

ℋ unting Log:While not something he stores on his person, but rather keeps hidden in a secret compartment at home, Mairyell's Hunting log is just that, a book that keeps track of various goals of his in addition to targets he might consider hunting for their bounties or those who want them dead or alive. The log is, contrary to what one might believe upon looking at the seemingly mundane object, capable of transmitting its information to Mairyell's phone wirelessly. Nonetheless, the log cannot be altered unless Mairyell is physically writing on it or dictating to it.

523 Ѵitaro "ℛend":A523 Ѵitaro "ℛend": A dangerous item that he picked up one-hundred or so years back, the 523 Vitaro, or Rend as he calls it, is a weapon containing only empty bullet casings marked with sigils. These empty bullets are supplied with vis from the user or atmosphere and are designed to penetrate. However, upon piercing a target, the sigils on the casing react and small holes open. This allows the energy within to violently release in spiral patterns through these holes as the bullet spins, typically continuing through its target. This has the effect of leaving lacerating patterns of vis within the target that rend flesh and then remain in place, disallowing normal healing until excised by magical means. The casings, following their exit of a body should they successfully pass all the way through them, return via teleportation to the ammo cartridge resulting in effectively infinite shots. Nonetheless, it only has a 6 round clip and the gun overheats relatively easily, meaning that every twelve shots it must not be fired for a full thirty seconds. Mairyell typically only uses Rend against targets with high regen rates or to cause massive trauma.

ℳay and Ａble:A pair of twin pistols holding a twenty round magazine with bullet caliber ranging from 25 to 50 depending on the occassion, May and Able are the Hunter's weapons of choice should his prolific abilities not be necessary or should he deem the weapons more useful in a given circumstance.

Ａmmo:Fairly straightforwards, Mairyell tends to bring along a fair deal of ammo should he be going on an assignment. However, in normal circumstances he carries one clip of 50 cal ammo for May and Able as well as two clips of 30 cal. just in case he needs to fire for an extended period. These amounts do not include the twenty, 30 cal. bullets already housed within each pistol.

[ ⊰⊱ ] ℭ apabilities

Given his physiology, Mairyell's mind is capable of faster processing speed than a normal human in addition to allowing him to learn things faster than average. His mind is trained against some psychic intrusion due to his run ins with Szayeis, but he is by no means immune to it, and should someone pierce his defenses he is hard pressed to push them out. Still, he is largely resistant to psychic and emotional manipulation, even if he is vulnerable to psychic intrusion.

ℋ ybrid ℘ hysiology:A form suffused with the vis of a Licentia while in utero, Mairyell's genetic make-up, and thus physiology, have been altered greatly by this non-human influence. intriguingly some portions of his anatomy are more human than others, while some are just outright alien in nature--though a Licentia would likely consider them normal. Notable is his fluid nervous system--including his brain--as well as his exceptionally durable muscles, but only slightly stronger bones--which must be constantly regenerated and enhanced via his vis--and Brisn--so as not to break under the pressure of his powerful muscles. Within his heart rests a crystalline soul core, which acts as the sole part of his body that will surely kill him should it receive significant damage. This core stores a great amount of vis, which is constantly metabolized by his body, resulting in it being suffused with microscopic fragments of his Anima. As a result of this, Mairyell must feed more often than a normal Licentia, though he can slow and control this hunger by using Brisn to heal his Anima--thus reducing the amount that it is being metabolized.

Due to the dispersed particles of his Anima and the strength of his muscles, Mairyell is capable of lifting a small car(2,979 lbs/1.4 tons) with minor difficulty, and a mid-sized car(3,497 lbs/1.7 tons) with great difficulty--though he has been seen to leverage larger or heavier objects or knock them over. In terms of the force behind his strikes, he has been noted to be capable of easily denting metal no thicker than four inches, though he can only tear through it provided it is less than this. In terms of speed he has been seen to reach around 80 mph on foot, while well exceeding that in flight. His nervous system supplements this speed due to its conductivity allowing for faster reaction time and information processing--not to mention making him less vulnerable to electrical assaults--though something like lightning would still be quite damaging to his person.

As alluded to, Mairyell's most striking physical attribute, aside from his enhanced senses, would likely be his regeneration and durability in general. On one hand, Mairyell's muscles are capable of absorbing a larger amount of force than your average human making him easily capable of surviving a car striking him at roughly 60 mph with only minor scratches and small bruises. To supplement what damage he does take is his regeneration which is a result caused in part by his Brisn, metabolism, and inherent Licenti magics. The final product allows him to heal fractures and breaks in bone in seconds, for muscles to swiftly grow in the space of minutes, and for even complex organs like his eyes, liver, kidneys, and stomach to heal themselves in the space of 10 or so minutes. More impressively, this regeneration makes Mairyell exceptionally difficult to kill unless one strikes his soul core, which is his only true vital area. While the destruction or damaging of other organs will temporarily hinder him, it will not stop him in his tracks. Should one cut off his head they will find that his body goes limp and becomes incapable of movement, but that he will not die. nonetheless, due to the complexities of his neural systems--despite their fluid nature--it will take a week or so before he regenerates something as essential to his head thus making it remain as a weakness.

>All of Mairyell's teeth are capable of injecting or extracting blood and whilst doing so, they become sharp.

ℰ nhanced S enses:An extension of his enhanced physiology, Mairyell possesses excessively enhanced senses, specifically his sense of smell, which is so powerful that he can track a single individual across a country so long as they have not sufficiently disguised their scent or vis. His smell is strong enough to allow him to smell blood through a person's skin as well as pick up on the distinctive smell of their vis. Mairyell also has perfect night vision, which is a sort of inherent magic, meaning that he can see even if there are no light sources. His sense of touch can be dialed up or down to allow him a greater sensitivity to various textures as well as allowing him a better awareness of his surroundings by way of airflow. His hearing is enhanced by way of a passive inherent magic which adjusts it, thus allowing Mairyell to pick out specific voices or sounds in a room at will, but not to be easily overwhelmed by louder noises. However, this does come with an inherent weakness, as Mairyell's hearing will dial down if a sound is dangerously loud, meaning that he can effectively deafen himself temporarily if a loud enough sound is made.

ℒ icenti ℬ lood:His blood, as mentioned, is suffused with particles of his Anima, making it an incredible conductor of vis. This blood is the primary reason for his prolific regenerative abilities, which are in part due to the inherent magic of his Anima and partially due to the strangely prolific amount of stem cells found in his blood--which do in fact reproduce. As a result, Mairyell's body is capable of rapidly reforming lost structures by stimulating the production of his stem cells and the specialization of them into the cells necessary to repair, or reform, that which has been damaged. Still, with this comes some weaknesses, as should Mairyell's body be affected by disruptive magics his healing will be stunted or outright stopped. In his cases, disruptive magics include those with the traits of purity, or with the element/aspects of light or sound. Additionally, while electrical assaults do not cause lasting damage, they can still slow or offset his regeneration for a short time, or indefinitely should an electrical current be run through his body constantly.

Moving onto the nature of his blood, which has taken on acidic properties due to his Licenti-nature. His body, having adapted to these qualities, is largely immune to acids, thus allowing him to be submerged in his own blood without harm. Nonetheless, this blood is capable of searing through flesh with ease in a similar manner to chemical burns, and can even damage and erode metals and stone--though not crystal or silver.

ℬ lackℬ lood: The designation Mairyell has given to refer to his blood at its highest acidity levels, wherein it is capable of dissolving most materials at a steady rate. The existence of this blood also reveals that Mairyell can control the acidity of his blood to a degree.

ℬ lueℬ lood: On the opposite end of the scale from his Black Blood, Blue Blood is the designation used to describe Mairyell's blood when it has been infused with Brisn, giving it a blue sheen and slight glow. This blood is capable of propagating gradually as well as absorbing greater amounts of damage and healing himself--though not much faster than he already can.

ℭ ombat Ҏ roficiency:Having been in the Hunting business for barely less than two-hundred years, Mairyell has picked up an exceptional amount of martial skill. His movements are energy efficient and precise, allowing him to fight hand-to-hand at an adept level. While he has not mastered any particular form of martial arts, he is still well versed in the art of melee combat and understands how to position himself in a variety of combat situations. He is agile, fast, and flexible. Last, but not least, he does possess some arms training, allowing him a fair deal of precision with his two weapons should he deign their use necessary. His enhanced senses and reflexes additionally expand the range and accuracy of his shots making him dangerous both up close and at a range--though more the former than the latter.

ℬ lood ℳanipulation:Mairyell's chosen magic, this ability allows the vampire to manipulate both his own blood and that of others, provided it is not within a living being. He is capable of manipulating it with great efficiency within a range of 12 meters(40 feet). So long as the blood remains within his control he is capable of crystallizing it, or simply giving it solid traits, as well as dispersing it into a vapor--though not into an outright gas. It should be noted that Mairyell's blood manipulation allows him to telekinetically move it so it is capable of levitating and movement even without physical contact with a surface or his own person.

ℬ risn:A non-elemental energy that's been passed down on their mother's side of the family for generations, Brisn, takes the form of a bright blue vis, which in Mairyell's case flows something like water, though it can defy gravity like most vis. This energy possesses within it the ability to absorb the properties of things which it comes into contact with, though to a somewhat limited degree. Though, unlike some energies of this nature, Brisn can only affect living beings and elemental energies. However, it effects elements and beings very differently, with the former being absorbed, and the latter having their wounds and pain pulled into the energy, before being dispersed—this due to Brisn's ability to transfer the user's vis into the vis of the receiver passively. Brisn has also been seen to be capable of fending off the influence of intruding influences, such as the parasitic children of the Licentia, or to weaken or break a Licenti's hold on a possessed individual. While his sister, Aeris, is exceedingly capable with the magic, Mairyell is considerably less so, using it only to heal himself, alter the effects of his blood, and occasionally to heal or defend others. When utilized, the energy causes Mairyell's typically indigo eyes to turn a bright blue reminiscent of Brisn's own color. Mairyell's most common use of this energy is to diminish the intensity of his hunger.

“Wars are fought for any number of reasons, but on the battlefield, every soldier must find his own.”

“Young punks, get off my lawn.”

Nicknames:

1: Nick

2: Hawk

3: Lone Wolf

Gender: Male

Sexuality: heterosexual

Alias: Specter

Age: 38

Apparent Age: 35

Race: Homo Sapien (Human)

Nationality: Born in the UK: Father and Mother are both German.

Appearance: Nick stands at five feet and eleven inches tall, weighing in around one hundred and seventy five pounds. He keeps his body in top shape for peak performance during assignments and missions that are issued to him. Broad shoulders compliment his German and Russian form that he inherited from his parents. His eyes are a bright azure blue with the smallest hint of crimson hidden among them. His hair is a dark chestnut brown that he keeps short and out of the way so that it does not interfere with his armor. When not inside of his armor, he tends to wear a set of comfortable fatigues that are covered with an urban digital camouflage.

Personality: Even though Nick tends to find himself in chaotic situations far above the fields of war, he has managed to keep a strong personality where it counts. With a focused mind, unwavering patience and solemnity for his contracts, he appears a cold hearted operative to those who do not know him well. While he enjoys keeping this more imposing image of himself, he is also known to have a very sharp but dark sense of humor at times. Along with these traits is his unselfish view upon those whom he works with. A great deal of care goes into those who work under him, and he will do almost anything to ensure their safety. Times have changed though, and with it so has his mindset of the world and those he works for.

History:

Nickolas Hawken was born in Ominar one early morning in the month of july under his two wealthy parents that worked with the Preae to help design armor and non-lethal weapons for the authorities in the city. He found himself among a new world, one much different from the one his parents had known when they were children. This one was much tougher and unforgiving, but in time Nick would grow accustom to it.

His parents wanted him to learn everything about what they were doing, from making armor to designing weapons and so on. So they had him home schooled, during most of the day he would be at home working on his general education then would he would spend a couple hours at an engineering bay learning about armor and weapon creation.

This went on for many years as his parents insured that he would grow up to be the man they wanted him to be. Around the age of ten, the Prae came his to parents and issued an order for new armor and weapons, once that could be used not only for the police but also for soldiers upon the field of battle.

There was a long moment of doubt and disbelief before they agreed to fill the orders. Nicks parents were told they would receive five times the pay and more benefits if they carried out their orders swiftly and to the letter. This of course was not an issue for his parents, they were both very hard workers that had spent many lifetimes perfecting their craft. What wasn't alright for them was when they found out what the weapons were being used for. Yes, they were being used for the city to help protect its occupants but at the same time they were being used against unruly civilians. A technologically advanced weapon being used against unarmed civilians wasn't something they were going to stand for. They spoke out against it, and the Prae considered them to rethink backing out of their contract and to put everything, even their lives in risk.

There was no choice, they accepted what they had been told for the good of their family and kept making the weapons and armor.

In a show of discipline and cruelty, the abducted Nick from his home when he was a mere child, leaving his parents distraught and paranoid of all those around them. The government did nothing to explain what happened and avoided the questions they asked about where their child had gone. Reports came up on the news that more children had gone missing and that a panic had started. It was quickly handled with a couple lies and show of force to force them to silence, but everyone knew something was on the verge of happening.

Nick couldn’t remember what happened when he awoke, he had closed his eyes in his bedroom and was now inside a small metallic room that had everything he needed to take care of himself. The door to his room opened and the situation was explained to him by a Prae figure that wore a mask, distorting his voice into an unnerving robotic tone. The figure instructed him to stand and follow it outside of the room, Nick did as he was told and followed down a long steel corridor and finely into a large room where others were sitting, waiting, wanting to know what was happening.

The figure instructed all of them that their parents had handed them over to the Prae to become the generations new elite operatives that would protect the world and beyond from all threats. It said that it was a great honor for them all, that they would be saving many lives but they would have to go through intense training and excruciating torment to become such. Many shuffled slightly in their seats and many looked onward in acceptance. The figure added that they would start their training that night, and it would go on for many years. No questions were asked, oddly enough it was accepted, and they believed what they were being told.

Many years passed, many students did not survive the training, but those that did came to be a one man army, a weapon of death and destruction for the Prae Government to unleash upon anyone or anything foolish enough to threaten or attack them. Death was swift for their targets, meeting their end in a large number of ways from rocket launchers, sniper rifles, to knife or environmental hazards.

Though they were all humans, it was as if they only knew two things while active in combat, that was following orders swiftly and the letter followed by assured victory among the enemy. They were a symbol of fear to the enemy, of loyalty and pride to the civilians that saw them.

To this very day, Nickolas finds himself among the Praetorian Elite Operatives, carrying out his missions fluently and flawlessly.

Belonging/Equipment: As an operative, Nick has access to a large number of technically advanced devices and equipment to assist him. Such items are list below, not all are carried or worn at one time.

Data-Pad: This device is about the size of a large smartphone and attaches to the top of the armor that protects his forearm. It has elemental proof coating upon it as well as ballistic protection. The Data-pad has a simple charging mechanism that uses body heat to keep it charged. A small but lengthy cord can be pulled from its side compartment and attached to other electronic devices for hacking and other worthwhile uses.

M-48 Flashbang: A non-lethal explosive used to temporarily disable the target(s) senses. It is designed to produce a blinding flash of light and an intensely loud sound.

DC-46 Thermal Imploder: The first thing that happens when the grenade detonates is that the surrounding atmosphere rapidly heats, creating a vacuum of fire that moves at an incredible speed back towards the epicenter of the grenade. All of the built up force and heat then expands in a secondary explosion.

Energy Dagger: From on top of the armor that encloses the right hand, a small, oddly shaped box can hardly be seen. The wearer of the armor can flex their right hand to activate a close combat energy dagger for clean, discreet assassinations. If called for, the blade can even used to fight against other melee energy weapons, regardless of size.

M9/Caseless Submachine Gun: This compact SMG uses kinetic 5x23MM shredder rounds that fit into a 240 round magazine. The SMG has an impressive range that is only matched by its rate of fire and stability. The weapon has room for one top rail attachment, one side rail attachment, one bottom rail attachment, and one barrel modification, making it a very versatile weapon.

SR247: This sniper rifle can use three ammunition types depending on the situation at hand but mostly uses its compressed .50 rounds. It is widely used for Anti-Vehicle situations, though it also has a devastating effect against infantry. It is known for its incredible accuracy and range, which complements its 30,000 feet per second muzzle velocity. Alongside a large number of impressive attachments and modifications, the weapon uses a prototype scope that shows a large amount of information and is highly customizable to fit the users needs.

Advanced medical and survival kit: This palasteel box fits into the backpack on the Mark-13 armor, taking up a surprisingly small amount of room. Inside half of the box are multiple medical supplies that can be used to treat a large variety of injuries ranging from minor to severe. The other half are multiple devices and equipment to help one survive being stranded in a hostile area or holding down a position for days on end.

Mark-13 Power Armor: The Mark-13 Recon Power armor was specifically manufactured by the Exo-corporation for the Government's elite Operatives. The suit of armor fits snug around the Operatives body, allowing them to move with great agility while not worrying about their gear getting in the way or slowing them down. The suit has multiple layers of nano-fibers and ballistic mesh to help protect the user from a wide range of threats. The nano-fibers have a double purpose though, laid within fibers are sensors that feed information to the users hud that is built into the sealed helmet, giving them important information about the Mark-13, their own body, and even their surroundings. Three lenses on the outside of the helmet that take each point of a triangle, Each of them send information directly to the Mark-13 built in computer, greatly enhancing the Operatives visuals. A prototype device has been planted into his armor that can counteract/suppress Vis.

Mental: Due to his dark history, Nick learned to survive and take care of himself while the odds and challenges of the academy pushed down upon him mercilessly. From what he learned, he became a man not easily affected by the horrors of war or his assignments, it is all just part of the job. His intelligence is higher than the average soldier, giving him a tactical advantage when the opportunity presented itself. Nick can not be influenced or swayed by one's words or actions, his choices are his own and before anything is carried out, much planning is carried out mentally.

Physical: With agility, balance, discipline, and a high tolerance to pain, Nick takes all of his training from the academy and puts it to use before the enemy, making him a formidable foe.

Magical: At first, the thought of using such a thing went against what he felt acceptable. Years passed though and he slowly came to realize that it had much to offer him, as long as it was shown the proper respect it deserved. Nick can slow down his heart rate to greatly increase his accuracy, a very useful trick he learned from one of his friends many years ago. An enchantment can be placed upon any of his ranged weapons to empower them with elemental effects to devastate and ultimately destroy his target. One of the most useful spells he learned while at the academy was the ability to enable full bodied active camouflage, rendering him completely invisible and silent. For a sniper or recon soldier, this was indispensable.

Cora: “Rico is just, so different. I perfectly recall every moment we've shared.”Abri: “Determined and manic... with a hint of genius; My knee bends to none other.”Bric: “The man with the plan. If there's no plan, ya got the wrong man.”

[5 feet 3 inches tall; 157 pounds] Rico is a young-looking, fairly unassuming man, neither prominent nor pretentious, with his racial characteristics hidden by his Ideoframer's skinweave. His tanned, chiseled physique exhibits scruffy and unkempt traits; However, he cleans up nicely and easily becomes a rare, handsome treat for the passionately-inclined. Hunters with keen, seeking minds prize the sight of his dark cobalt hair and eyes, even as he manipulates crowds and distractions like an octopus leisurely navigating the deep, murky ocean. With his cocksure grin and raspy, drawling voice, which lingers like an alluring, melodic ear-worm, the inevitable encounter with him promises nothing but haunting memories.

Clothing:

Rico doesn't follow fashion trends to a fault, but as it all depends on his current mood, he likes to pick and choose things, mix them up egregiously. He's very casual, favoring simple t-shirts and tank-tops, maybe with a button-up shirt hanging over it, along with ripped jeans and perhaps some flip-flops, if any footwear at all. However, no matter what, if he has to wear a hat, it is going to be a fedora. He had learned long ago that very, very few humans can actually pull off a fedora; the Prae spent a few decades mastering just that.

Personality:

Rico is very friendly, thoughtful, and considerate--even to enemies. Most remarkable is his sense of honor; While he can be ferociously ruthless and unforgiving, sparing no resources, he never breaks his word and despises needless deaths and wanton destruction. An experienced and confident paradigm breaker, Rico conducts smooth negotiations and straight-forward instructions, cutting no corners when handling sensitive matters. His laconic demeanor simply unnerves most people, making them question their personal motives. Undoubtedly, he has become a terrifying expert at male human role adoptions, for all intents and appearances; If two centuries of dedication doesn't merit that, nothing will.

History:

Firstborns have much expected of them. Eldest of siblings, they become examples. So they keenly follow their parents' path. Some lose their way, especially in Medius. Some survive the ambushes, only to endure alien settlements. It begins, this stranger's tale in strangest lands.

Fearing living liquid metal, he discovers discrimination of skin. Fleeing waywardly, killing who he must, a knight eventually subdues him. Enslaved, the stranger soon adopts the knight's ways. Always concealed, he becomes a beloved champion, feeling at home. But his origins surface; The all-important Crown orders the treasonous knighthood's eradication.

The champion becomes the destroyer, reducing the kingdom to mounds of salt.

Consumed by wrath and hatred, the destroyer drifts as a storm, sparing nobody. His own finds him, returning him to 'paradise.' Questioned, he grasps his integrity and explains his life. They decree his execution. Dumbstruck, the destroyer escapes, becoming the fugitive. He understands now: Even in paradise, minds of the innocent are incriminated.

Rico and his crew all have medium-income housing, possessions, and expenses of the average human, especially of the traveler type. Additionally, Rico reserves hidden resource caches and obscure connections in the black market, using them to create small, underground bases and laboratories. He has no such things yet in Ominar.

Battle Gear:

Ideoframer Mk9:

A lightweight adaption of traditional Prae military armor, the Ideoframers serve two primary purposes. Firstly, concealing one's identity with regenerative skinweaves, Anima-Imitators, and Vis-Suppressors. Secondly, providing adaptive defenses and enhancing combat capabilities with creative modules. Ideoframers can only retain one skinweave blueprint, which covers their racial markings and crystal. The Anima-Imitator renders their Anima human-like by running their Ostium through with human Vis, thus periodical refueling is required. The Vis-Suppressor buries the Prae's Vis deep within, effectively withdrawing their Vis body-shell. Altogether, the Ideoframers' Disguise Mode permits Prae to infiltrate and freely dwell within human societies without visually attracting attention.

In Combat Mode, all Disguise apparatus deactivate as the skinweave burns away, revealing the Ideoframers' metallic-gray plates and navy-blue Prismatic-Raiment. Protecting the neck, torso, knees, and feet, these armor plates nicely complement their Vis body-shell and grow denser from sustaining grievous injuries (after being given Vis). The Prismatic-Raiment is prismatically tempered fabric, allowing modules to attach to, and dwell within, the Ideoframer. Modules are self-refining, Vis manipulating machines that advance towards an Imbued, user-customized state of perfect function. Their functions are thus singular and focused, but work together to provide unique benefits that enhance the Prae's versatility and combat style.

Weaknesses:* Inner modules can't be targeted directly, but damaging the Ideoframer's fabric eventually causes malfunctions; Destroying the Ideoframer also destroys them. In contrast, outer modules are exposed and can be eliminated with focus-fire. The Ideoframer's exact toughness varies between Prae, but even as light armor, it still surpasses common human armor.

* Disguise Mode's effectiveness is uncanny and nothing except a full-scale autopsy will reveal the truth. However, things that specifically detect Prae will sometimes receive false positives that suddenly vanish. Additionally, Disguise Mode doesn't inhibit their crystal: Locate the center of the ambient energies' pull, and you'll have found your prey.

Inner Modules:

1. Energizer Mk9:

This module grants Rico bursts of stamina and protects his Ostium from certain types of magic and attacks. It integrates artificial webs within his internal system of Vis channels (collectively called the Ostium), which exit throughout the body. These hidden webs act as alternative routes, exits, and more importantly, waterwheels. As his Anima pours forth, the waterwheels turn and generate extra energy that is absorbed directly into his body. Thus, he is not weighed down very much by casting magic, rather boosted by it. Lastly, the Energizer provides a reliable defense against attempts to nullify, stun, or block his Ostium.

Weaknesses:* Whether through magical or mundane means, if an enemy can poison Rico's body and affect his Vis, it would quickly contaminate the Energizer. It would then shut down to protect itself and Rico, and would require cleaning before being reinstalled. In mid combat, this kind of interruption could prove deadly.

* During his Manifest, it is possible for Rico to not benefit from the Energizer at all. Due to his chaotic mental state, he is likely unable to focus enough to execute boosted physical maneuvers properly without harming himself. If nothing else, the extra stamina is merely wasted on frantic nerves.

2. Amplifier Mk8:

This module greatly increases Rico's reaction times by a fixed percentage, making his reflexes daunting to behold. The Amplifier also quickens the Vis Imbuement rate when he touches targets, and even more so if it's for telekinesis. Additionally, Rico can link his body's movement to charged telekinetic maneuvers beforehand and unleash them strategically. The advantage being that he doesn't have to think about it and can focus on other issues. Five distinct maneuvers can be recorded and the module can hold three charges. More importantly, the Amplifier secretly acts as a crutch: telekinesis used through it doesn't provoke his Manifest.

Weaknesses:* Out of all of his installed modules, the Amplifier requires the most energy to execute its functions. Thus, as a safeguard, it can only be activated for a short time. This makes the usefulness of the module's perks completely dependent on Rico's ability to anticipate when he should use it.

* Rico must notice threats before he can react to them, as the module doesn't sharpen his senses. It also only boosts his current reaction speed. Anything that numbs him also diminishes his reflexes, lowering the boost effectively. The Amplifier is completely reliant on Recce modules for triggering its recorded maneuvers.

3. Barber Mk7:

This module makes Rico's Vis barb-like and capable of fitting perfectly into wounds that he creates. Using Recce modules to analyze targets, the Barber can precisely shape his Vis and graft it instantly into the wound. This causes no pain and the Vis doesn't block physical substances. In subsequent touches, Rico can feed Vis to such wounds, making them deeper or wider. Even if healed completely, enough Vis will reopen them. If removed, the barbed Vis leaves some damage and compounds nearby wounds. Lastly, when Vis-wounds are made, any of Rico's Vis lingering nearby becomes barbed and pulled to it.

Weaknesses:* The Vis-wounds are shaped and visible. Only its barbed edges are actually tangible, making it possible to remove with bare hands. These Vis-wounds, certainly fatal if ignored, are meant to cause utter panic in undisciplined opponents in the heat of battle. They are ideally extracted by an experienced healing specialist.

* Destroying all available Recce modules prevents the Barber from form-fitting Vis into wounds. Although still barbed, the Vis isn't as effective or long lasting. Additionally, any spells or alternative means that can reshape one's body is an excellent counter. For that reason, most Licentia aren't that vulnerable to the module.

Outer Modules:

1. Viewer Mk5:

This spherical module highlights people who have Rico in sight, by attaching trace amounts of his Vis to light that reveals him. When the light enters their eyes, the Viewer records their current location, speed, and ocular details. To discern if they are actually seeing him, the module must have previously recorded their ocular details when seeing him, for comparing differences. The Viewer's maximum distance is 100 yards and delivers in bursts that require unblocked line-of-sight; Otherwise, the environment disrupts the process. The Vis is too finite for attacking, defending, or Imbuements, but, unless removed, it sticks to its landfall.

Weaknesses:* The Viewer will take advantage of someone's vision-enhancing equipment, but distortion effects, such as fog or smoke, are good counters. The blind and eyeless are naturally immune. Perhaps unexpectedly, something even like goggles, or other protective gear, will separate the Vis from the light before it can enter their eyes.

* As an outer module, the Viewer is obviously exposed to attacks. However, its existence allows another weakness to be exploited. When the module laces light with Vis, the bursting effect deploys from Rico's entire body, leaving his Ostium's channels unguarded temporarily. Additionally, the burst blinds him for a mere second.

2. Recce Mk7:

A scanner, analyzer, radar, and communicator compiled into one tactical supercomputer. It resembles a crescent with three nodes orbiting its center. Its efficiency and design exceeds the pinnacle of most human technological advancements. A key piece in Ideoframer module cooperation, the Recce sends concrete information directly into Rico's mind and operates through telepathic prompts and inquiries. Several Recce modules will work together and share data instantly through telepathic links, making team coordination even easier. Its base range is 1 mile and emits no signatures. With its limited database, Rico must periodically store desired data elsewhere to maintain its computation efficiency.

Weaknesses:* Unlike other modules, the Recce doesn't shut down to protect itself when overwhelmed with energy or data. It simply explodes in a shower of self-disintegrating parts. Discovering how to overwhelm the module is the puzzle. Additionally, since the 'frequency' is telepathic, anything disruptive to the mind prevents coherent Recce usage.

* As an intelligence-reliant device, it cannot be merged into the Ideoframer's prismatic fabric. It is thus exposed. In fact, it is the most fragile of modules. While its destruction would certainly ruin Rico's day and force him to make another, capturing it would reveal many secrets in the right hands.

3. Komrade Kite Mk4:

This module is a hovering storage unit with a friendly AI assistant. Its geometric kite-shaped body contains a one-way, Prism imitation device, allowing many things to be stored, but released only once. Rico keeps it loaded with supplies and specialist tools for repairing and constructing Prae and human tech, including survival kits to last a small group for a month. The Kite's dense alloy mimics a Prae's Vis body-shell, making it tough yet lightweight for sustained flight. The AI is advanced enough for self-awareness, but personifies the real 'Komrade Kite', a brave hero in one of Rico's favorite foreign films.

Weaknesses:* Kite poses no significant threat and is fairly slow. He can dart around quickly in short bursts and his metallic edges are rather sharp. He could ram an enemy, but it's their own fault if they force such a reluctant AI's form (he doesn't have hands). He's just that nice.

Weaponry:

Protean-Shaper Mk9:

Rico's right gauntlet is a Licenti's carcass; A shape-shifting metallic weapon that manipulates kinetic energy (KE). Linked mentally, the Protean-Shaper assumes desired shapes as fast as thought. Its parameters, like shaping speed, increase over time when given Vis. Upon contact, it can manipulate KE with three functions. 'Absorb' completely steals a target's KE, after which only 'Release' is accessible. Release unleashes the entire payload. 'Rebound' steals half the KE, immediately returning it forcefully. Whenever it manipulates KE, shaping speed decreases slightly. KE cannot transfer between Rico and the Protean-Shaper, which prevents being kinetically frozen or physically manipulated through his weapon.

Weaknesses:* Like the dreaded Licenti it is fashioned from, the Protean-Shaper possesses a distinct vulnerability to extremely cold temperatures. It becomes very brittle and if broken, the smaller pieces immediately starting leeching life energy around them--even threatening Rico--and uses it to return to the larger mass however they can.

* Its max length is 10 yards, but requires 10 minutes with sufficient Vis. Its other parameters, like sharpness, density, temperature, etc. have no limits, provided enough time and Vis is spent. Therefore, anything that steals Vis ruins the weapon's effectiveness and its crucial investments in the 'potency over time' process.

Capabilities

Mental:

Decades of thwarting mind-breaking mages and Licentia sharpened Rico's mind, granting him extraordinary resilience to psychic intrusion and damage. Utter tenacity and divergent thinking are the root of his every thought. His battlefield strategies, although well-rounded and effective, indicate a tactical creativity that is seldom challenged; Only opponents of caliber or unidentified threats rouse this capability. Thus, while his teammates handle rudimentary situations, he contemplates the unseen perils. Always layering their plans rigorously and establishing contingencies, Rico lets nothing snatch success completely from his crew. Even when resources or details elude them, he reserves several methods to finish the job.

Weaknesses:* Rico's vast experience in Medius polished him into a very smooth stone and he'd confronted his shortcomings long ago. Regardless, a core aspect of his Prae identity is his aggravating impulse to overcome challenges and surpass his limits. A diligent opponent could trap him with the right scenario and lure.

Physical:

Even though Rico is not overpoweringly strong, nor tough or precise for a Prae, his speed and tenacity is dizzying to witness. Two centuries of constant battle in Medius has elevated him to a higher plateau of combat comprehension, granting him a deep perception on killing. Through raw experience alone, he dominates opponents never with just one or two attributes, as his teammates do. Instead, if his enemies last long enough, they will experience an increasingly fast onslaught of attacks and maneuvers that continuously change and shift from different angles. In short, Rico is a master of his own physique.

Weaknesses:* Rico won't be defeated by mere conventional combat methods; Acknowledging this fact increases chances of survival immensely. He also isn't immune to deception. Generally, opponents will have to either subdue his physical prowess with magic or circumvent him on a mental level, perhaps using his code of honor as leverage.

Magical:

Rico's primary combat method is melee, using magic to aid himself. Thus, he's no bookworm on arcane lore, but he refines his practical skills ritually, especially his creative Imbuements with battle gear. Like most Prae, he's sufficient at basic telepathy, stabilizing the mortally wounded, and boosting stamina levels; however, his greatest aptitude combines subtle telekinetic feats with his ferocious martial prowess. Unfortunately, his knack for chaining magical attacks into his fighting sequences is a rarely seen example of swift brutality. Lastly, his Anima has grown five times throughout his life; A mystery he's vaguely aware of, but hasn't investigated yet.

Rico's Manifest is a powerful, but incomplete tool; Being self-taught, he slowly gathered knowledge, mostly through careful exchanges with other Prae. Its physical effect thickens his Vis body-shell slightly and his telekinesis gains keener strength and longer range. However, like an untamed beast, his Manifest is always trying to surface and complicate things. When successful, his mental state begins unraveling fast. Hatred gushes out and telepathically pierces people around him as he struggles for control. His racial marks glow but only his left side barely extends a palely lit, five-tentacle energy wing, as though a sign of his inner turmoil.

Weaknesses:* Rico's magical ability is a double-edged sword. On one hand, his touch telekinesis—his strongest achievement—is limited to 200-pound targets and loses control when beyond 5 yards. On the other, his telekinesis symbolizes his delicate need for self-control: the more it's used, the more likely his Manifest will interrupt his clarity.

Technological:

Rico is fairly savvy with utilizing Prae and human technology in tandem; His unique perception of both races inspires him to design new weapons, armors, and modules. One enjoyable pastime is stealing prototypes from secret development labs and tinkering carefully with them using Imbuements. Since then, he's created several human-looking devices that conceal deadly Prae applications. Lately, he's encouraged Abri and Cora to run the development themselves, while he sniffs through the black market for rare resources. In short, Rico can and will build anything he puts his mind to, so long as he has good reasons for doing so.

Glossary

Amplifier: An inner module. It affects the body by boosting the visual, aural, and touch reaction speeds. It also increases the rate at which Vis is imbued into an object. If it's for telekinesis, the rate is increased even more. The module can record the body's movements and, combined with telekinesis, be executed with a single thought. The Amplifier can only be absorbed into the Ideoframer with the appropriate equipment and laboratory.

Anima-Imitator: A machine inherent within the Ideoframer, not a module. It absorbs Vis (suitably human or Licentia) through the Ideoframer and runs it safely through a Prae's Ostium, effectively making their Prae Anima appear like a different kind of Anima. Damaging the Ideoframer also damages this machine. Its refueling, repairing, and refining operations can only be done with the appropriate equipment and laboratory. Together with a Skinweave and Vis-Suppressor, this constitutes the components for the Ideoframer's Disguise Mode.

Barber: An inner module. It affects the body's Vis by making it barbed when desired. The Barber shapes the Vis to make Vis-wounds on an enemy. It must use a Recce module for this operation. Thereafter, additional Vis can be applied to Vis-wounds through Imbuement and make the wound worse or reappear if healed. The Barber can only be absorbed into the Ideoframer with the appropriate equipment and laboratory.

C

D

Energizer: An inner module. It affects the body by protecting its Ostium and granting stamina when pulling Vis out of the body, namely during magical applications. The Energizer can only be absorbed into the Ideoframer with the appropriate equipment and laboratory.

F

G

H

Ideoframer: A lightweight version of traditional Prae armor. Protects the neck, torso, knees, and feet. This picture of Rico is exactly what the Ideoframer is imagined to be. It is composed of four main components: Prismatic-Raiment, a Skinweave, an Anima-Imitator, and a Vis-Suppressor. Its armor plates become tougher after being ruined and subsequently given Vis. This also increases its weight. It has two modes: Disguise and Combat. During the former mode, the Ideoframer is thin and packed against the body, so that the Skinweave can cover it easier. The Ideoframer responds to the Prae's desires through the Imbuement process, not telepathy. Prae Vis is the fuel on which the Ideoframer and any of its modules run. The Ideoframer can only be repaired, adjusted, created, given modules, or examined with the appropriate equipment and laboratory. Ideo means 'ideas or indicating ideas' and thus, the armor frames its wearer with the ideas made manifest.

J

(Komrade) Kite: An outer module. Essentially a floating storage unit with a personable artificial intelligence (hence Komrade). It sports a Prism imitation device that lets a Prae take things out of it, but not put things inside it. The Kite's armored alloy is tough like a Prae's Vis body-shell. The Kite runs on Vis and requires refueling every 24 hours. It can only be attached and linked the Ideoframer with the appropriate equipment and laboratory. The Kite can only have things stored in it, be repaired, modified, or created with the appropriate equipment and laboratory.

L

Module: A Vis manipulating machine that can refine itself through use in the field and can be permanently made more effective through Imbuement. They are entirely created for the purpose of Imbuement and can only run on Prae Vis. They can only be housed in, or attached to, the Ideoframer's Prismatic Raiment, thus called inner and outer modules respectively. Inner modules typically affect the Prae's body with simple goals in mind, whereas outer modules provides perks for use in certain environments and external situations. Modules can only be created, modified, swapped between Ideoframers, or repaired with the appropriate equipment and laboratory.

N

O

Prismatic-Raiment: A fabric tempered with the storing properties of a Prism. The fabric is part of the Ideoframer's full-body suit. The fabric not only provides a way to carry large Vis manipulation machines (modules) into battle, but also serves as a gateway between the Ideoframer and modules, allowing a non-Mirage Prae to control the modules within through Imbuement. Only modules can be stored within or attached to the Prismatic-Raiment, and damaging it also damages the inner modules. The Prismatic-Raiment can only be modified, repaired, created, or given modules with the right equipment and laboratory, with a Mirage Prae conducting the operation.

Protean-Shaper: A liquid metal weapon fashioned from a Licenti's dead body. It can disguise itself as a gauntlet. It links to the Prae's mind and responds as fast as thought. It is capable of manipulating KE of external objects during contact (see CS for more information). When imbued with Vis, the Protean-Shaper gets more effective over time, most notably how fast it can change its shape (shaping speed). It has a weakness to extremely cold temperatures. Its max length is 10 yards. Protean means 'tending or able to change frequently or easily.'

Q

Recce: An outer module. Its name means reconnaissance. It is shaped like a crescent that has three spherical nodes orbiting its center. It gathers information from the environment and creatures, compares that data and provides useful information for the Prae. Its functions are executed through telepathy. It has a miniature radar that can pick up and track targets 1 mile away. Recce modules work together automatically and are also relied on by other modules for intelligent operations. It can only be attached and linked the Ideoframer with the appropriate equipment and laboratory.

Skinweave: An organic biological suit custom-fitted to a Prae's body. Its purpose is to hide their racial marks and crystal. Skinweaves go over the entire body and regenerate slowly over time, like real skin. This prevents superficial wounds from distorting the disguise. It does nothing for the hair on one's head. Skinweaves are also attached to the Ideoframer. When Disguise Mode is turned off, the Ideoframer grows and resumes its normal shape and also sets the Skinweave on fire chemically. The Skinweave burns away, taking with it any clothing the Prae may have been wearing. Skinweaves have blueprints, which are stored within an Ideoframer. With the right equipment (or module), an Ideoframer can regrow a discarded Skinweave. Only one Skinweave blueprint can be stored in an Ideoframer. Skinweaves and their blueprints can only be created, modified, or added to an Ideoframer with the right equipment and laboratory.

T

U

Viewer: An outer module. It is shaped like a sphere. It senses creatures with eyes that currently have the Prae in line of sight. It does this through attaching trace amounts of the Prae's Vis to rays of light and records when that Vis strikes other creatures' eyes. It can record their position, speed, and details about their eyes. The Viewer's maximum range is 100 yards. The Vis used through the Viewer is too small and finite to be used for anything other than its operations. The Viewer can only be attached and linked the Ideoframer with the appropriate equipment and laboratory.

Vis Body-shell: A technical term. It refers to the densely packed Vis that comprises a Prae's "aura" and provides them a certain degree of damage resistance. Interchangeable with the word aura.

Vis-Suppressor: A machine inherent within the Ideoframer, not a module. It draws in a Prae's Vis and puts it deep within their Ostium, effectively lowering the flow to a trickle. When it does this, a Prae completely loses their Vis body-shell. Damaging the Ideoframer damages this machine. Its repairing, modifying, and refining operations can only be done with the appropriate equipment and laboratory. Together with a Skinweave and Anima-Imitator, this constitutes the components for the Ideoframer's Disguise Mode.

Vis-wound: A wound in the body that has some barbed Vis perfectly shaped to fit it. If removed carelessly, the barbs can cause damage.

ஜ ReservedKillian keeps his opinions to himself most of the time. The young man can go nearly hours on end without so much as a peep but when asked what his opinions are you better be ready. The truth will only then slip from his lips no matter the consequences.ஜ ColdThe young man tends to give off a rather cold chill towards others.ஜ Bad outlook on lifeThe guy had been abandoned by his parents at a very young age. The foster parents that he lived with set some rules down and ignored his the rest of the time just to go another steady income of the home. He had murdered someone very close to him in order to join a gang in order to escape his crappy life, only to regret this action with time. Hence why the young man ran away from the group and hides his pastஜ Shuts others outKillian tries to keep others away. Mainly because of everything that happened. People had shown to be what they didn't seem like in the beginning just ignited the slow burning embers inside his heart.ஜ Trust IssuesPeople betraying so many times makes trusting again much harder. This is one of the many reasons. This has lessen while Killian has been under Charles’ care.ஜ OrganisedKillian used to be to very organised which has diminished with time and owning his own apartment. The guy has a semi chaotic system but everything is placed where the man can find it. Everything from Art supplies, paint brushes, notebook, and ect are placed in certain areas.♤...Ｈｉｓｔｏｒｙ...♤

Killian Damien Jones was born on August 15, 2038 to a Mary Jessica Jones and Leon Eric Jones. They were a very happy family, granted at times some things seemed a bit wrong with the couple, but the boy just shrugged it off. He didn't think much of it until he turned 8 years old. His parent’s room was cleaned out. Their dresser drawers were left opened and bear making the child think they were coming back for him. There was a soft and gently knock on the door, causing excitement to rise inside his small body, as Killian walked towards the door. He opened it and saw that it wasn't his parents at all. He shifted his head to the side as she asked to be let inside, which he did since he was taught to do so, only for the strange person to move past him and up the stairs. The boy followed her while trying to figure out what in the world was going on. The woman pack his clothes, some stuffed animals, and couple of other things he needed. The kid tried hard to stop her, only to be taken away from his home.

The young man stayed in the foster system while bouncing from home to home. At the age of 12 the young boy was introduced to another family. It was his third or fourth family in his lifetime so the kid wasn't hoping for these people to stick around for long, which was what the other families had done. The people seemed nice at the meeting. They seemed very interested in the child’s likes and dislikes, hobbies, and sports. After a few more meetings the guy asked if they could take Killian home. The woman answered that he need to be ready in an hour, as if gathering his things was a problem. When they arrived at the couple’s home it was a rather nice home. The people explained how the place worked, what chores he had to do, and some strict rules. Other than that the kid could go and Cole as he pleased. The people just treated the kid much like a regular paycheck. The interactions were limited to mostly mealtimes. Which caused to the kid to look for an escape.

Killian was 13 years old when he joined up with gang. He had been assigned to do drug runs mostly. He was small enough to pass into another gang’s territory, which a huge advantage not adding the the teenager lived farther away, allowing a possible enhancement in territory. The kid did the small jobs without complaining unlike the new recruits who were beaten for asking. The kid kept his head down and eyes opened for different gang members . The group had some allies with another drug gang but the friendship seemed to dwindle with each new leader. As the years went on Killian’s responsibilities become more important and crucial to the guy’s family. By the time his 16th birthday came around the group had made more enemies than friends, making even walking the streets dangerous in certain areas.

The guy was on his way to school when he bumped in a couple of friends hanging out on their hangout area. They were talking like normal teenager when a black car drove by. There were at least two people that the young man could see of but the muzzle flashes told a different story. Killian was able to suck into cover only getting clipped by a bullet in the leg. The place stung like a burn. After the car left he shifted out of cover and saw something he wished he didn't. Two of his friends were already dead but the third one was against the wall slowly bleeding out, so the man rushed towards the other boy, and took his shirt off. The young man placed the shirt on the wound and placed pressure over the top. He keep claiming it was going to be okay over and over again as he picked up his friend’s cellphone and dialed 911. As the ambulance slowly worked towards their location the friend died in his arms. This was a huge wake up call for the teenager. The choice was simple. Either get out or die for something stupid.

The young man tried to quietly finish high school while somehow managing to dodge the once claimed family. When his life was threatened he ran. Leaving everything behind and has never even looked back since. After constantly being off the radar he noticed some changes forcing a lot of betrayal from those who knew his many aliases. Eventually Killian had met Charles on the run, who unlike anyone he had met, seemed to help him stop running and form a brand new life. The young man had been with the guy’s student ever since.

♤...Ｂ ｅｌｏｎｇｉｎｇｓ| Ｅｑｕｉｐｍｅｎｔ...♤

♤ Belongings ♤Sketchbook- Killian is an artist that he carries around all the time. Mainly because he can't bring his painting stuff to classes very easily. Inside are pictures of animals, scenery, and people who he has meet over time.

♤ Equipment ♤Computer- This is for college mainly. Though he does use it for artwork from time to time.

♤...Ｃａｐａｂｉｌｉｔｉｅｓ...♤

♤ Mental ♤None♤ Physical ♤None

♤ Magical | Techology ♤ShapeshiftingElectricityஜ: Shock Wave This stuns enemies for about an hour at the highest. The effect and how long it lasts depends on the voltage level. 5 minutes is the lowest amount of time that the spell lasts, mainly due to this being on the very lowest setting. 1 hour is the highest he can use mainly due to being resisted. If Killian tries to go higher he is going to receive a very bad back fire.

ஜ: MimicKillian is able to copy any person he remembers. Being an artist helps with this because it allows him to be more accurate. As much as the guy used this in his younger years he's a bit rusty at the skill. Mainly due to trying to allows mimicking Charles which has not happened yet. Granted the man tries every morning and will claimed, when asked, will be able to become the perfect copy.

ஜ:Bone GuardPart of his shapeshifting is turning his skin into bone. This allows for Killian to use this spell as more of a defensive spell. It helps more with weapons than spell mainly because spell will eventually begin to chip the spell away. With a powerful spell Bone Guard will unfortunately be broken completely while harming the caster.Strengths:

✔ When cast correctly the guy can stop the opponent for the limited time frame. He is able to have a head start casting another spell.

✔ For mimic Killian is able to use this to move from place to place without anyone knowing. He constantly used this in his younger years while on the run which was the actual way Charles and him had met.

✔ Bone Guard is more of a defensive spell. This is one of the quicker spells to be cast but depending on how much of Killian’s body is encased. For small weapons it's his hand to his wrist, medium would be hand to elbow, and higher weapons and tech would be from hand to shoulder.

Limitation:

✘ Can only cast for an hour or else the magic backfires. This will hurt the guy on the casting part of the his body or where he plans to place the jolt on the enemy. Now while casting the opponent can interrupt the young man and receive a lower setting than originally wanted.

✘ He needs to study the person’s factual features to make a perfect copy. If it's a quick look then there will be several things wrong with it. This is one of the reasons he has a sketchbook on him at all times.

✘ One single powerful spell can literally break the spell. This would cause shards of bone to fly in multiple directions and most time hitting Killian in the process or possibly making the man fly backwards. Depending on how much of his skin needs to be used is how much time will be needed.

ஜ Optimistic-She is a very optimistic girl, this trait was dampened quite a bit when her mother was killed, and she has a high hope that one day she could learn the prae side of her and could be accepted for who she is and what she is not. She never really lets all the negative things affect her unless it is something big and tragic against her.ஜ Conscientious-She is a very responsible girl and this showed when she willing took a job at the age of 14 to help her mother pay things off for their apartment. She is also very honest. If she finds a lie in anything and knows it is a lie, she will call the person out on it not caring if she receives hate about it.ஜ Controlled and Spontaneous-She can be controlled in many situations, but there will be some, like her mother’s dead, where she loses all control she holds and will be spontaneous, like crying herself to near unconsciousness before getting back on her feet and being more controlled again.ஜ Intrepid-Since she is half prea and human, she receives a lot of hate from the humans she was raised around, but she doesn’t let it get her down. In her kind, it's their opinion about her, but her own so she learned to ignore it. If they couldn’t take her for who she is, then they are not worthy of knowing her.ஜ Agreeable-She is a very agreeable and open minded person and she can forgive people, but to some extent. It had to depend on the badness of a situation will determine whether or not she would forgive something.ஜ Engaging-She is a social butterfly once she opens up to people, it's hard for her to do this with all the hate she receives all because she is not full human like the people at her now former school.ஜ Conventional-She is not one to be fooled by any tricks nor does she let her fantasies cloud her judgement. She is pretty down to earth and can get very serious when it comes for it.

☀Ｈｉｓｔｏｒｙ☀

Azulia Ellison was born in the year of 2038 in San Francisco, California. Her birth was not the usual kind, in fact she wasn’t even supposed to be born. Her father was a Prae official who was on Medus for a long term diplomatic visit with the United States. When he got there, he met her mother, who was going to be his secretary while he was there working in the United States. At first they kept a strict work relationship for a couple months until he began to notice her more human emotions.During certain times of the month, her emotions change like crazy. She would go from irritated to sad and then to happy. He began to get closer to see if he could understand more of this and that ended up with them being intimate 3 months later in his office.

Three weeks later, her father noticed that she would be constantly throwing up most of the day and she couldn’t handle eating or even smelling the food she ate to keep her healthy, so he sent her on her break. Her mother took the chance to go to the convenience store to buy a home pregnancy test and went back to her work. Within 15 minutes of taking the test, it had came out positive and she immediately told him that she was going to have his child. He knew he could get in trouble if anyone found out he got a human pregnant with his offspring, so he allowed her to move into the place he was currently living in and helped to take care of her. He wondered if he finally figured out the ways of the human female.

It turned out he was wrong when she was around 5 months pregnant. She had began to get bigger around her stomach and she started to show the same crazy emotions like she did before he got her pregnancy, only they were even worse. This baffled him more and he was back to square one.

Azulia was born four month later. She took most of her mother’s features, but she had her dad’s nose and lips and the crystals her father had. The first two years seemed fine between her mother and father as they raised Azuli. That was until he began to try and train her in Prae ways. He started to mold his child into the best path for her future.

Her mother, who noticed, began to get on his case about it and saying things like.”She can learn them when she is older” or “Stop trying to train her in your ways because she needs to learn to be human first.” This caused a serious dilemma for him. He wanted to raise his child into his world and maybe take her to the queen to make her a full prae, but the mother of his child kept preventing that and in the final three years, her mother and father began to separate from one another. Shortly after her fifth birthday, her father ended up leaving with no word. He just packed his things and left.

Her mother, angry and upset, decided she didn’t need him to help raise her child. She began to to take classes to be a nurse while still doing her job as a secretary on the side so they could keep their home. Four years later, her mother got her Associates Degree for Nursing and received a job at the VA hospital in Madison, Wisconsin. She dropped her job as a secretary and within a week, they were completely moved in a fairly nice apartment within the city.

As Azulia got older, she began to get curious about the other half of herself, the Prae have of her. She tried to ask her mother, but she stopped when her mother changed the topic or told her she shouldn’t worry about it. When Azulia turned 11, she began to wonder whether or not she had abilities since she had seen other humans, including some of the friends she did managed to make, had magica; abilities. She began to think while she sat in her seat at lunch as she took a hold of her spoon. Her mind went to the thought of seeing it bend and to her surprise, it did. She began to test it more with any metals she could get a hold of, including her mother’s jewelry and found out she could manipulate any metal she touched, this thought strengthen when she tried it on a metal piece that she didn’t touch and it didn’t do anything.

For a couple years, she continued to do this and began to better herself at it the best she could. She nearly got caught by her mother, but was able to cover it up by hiding the evidence. After a while she began to use this skill as a way to prank people. Most people assumed since she just had a human mother and no father that she was mostly in touched with her human side, and was basically like the rest of them. Often, they thought the pranks would come from the other people instead.

When she was 14, she got her first job at a little flower shop that was owned by an old human couple so she could help her mother pay things off. She helped with flower arrangements primarily, unload items from the truck, did short range deliveries and other light tasks. She was a happy child and teen, however that changed a year later.

It was a night she had off from work, so she went straight home from school that day. She saw her mom wasn't there, but she just shrugged it off as her mother was working late again. She did her homework, heated up some leftovers for dinner and then went to bed. The next morning, she woke up to a knock coming from the front door. Confused to why her mother hadn’t answered it, she got up and went to it after getting a robe on. When she opened the door, she saw two police officers standing there. She felt like a part of her died when she received the news that her mother was killed in a car accident on the way home in the wee hours of the morning, Since she was a minor, the police officers helped her pack her things and a lady from Child Services came and got her, taking her to a local orphanage where she stayed for a week until relatives were found or future arrangements were made.

Shortly after the funeral, she went to the reading of the will alone as she didn’t have any suitable family members besides her mother. She learned that she would be moving all the way to Europe to live with a someone name Charles Aeon. She received a letter that was attached to her mother’s will that she would have to give to Charles when she got there. It had his home address, picture and the letter explained to him that he would her future care taker. She got on a plane later on that night and landed in Europe in the early morning hours, from there she hopefully arrive right at his door step.

☀Ｂ ｅｌｏｎｇｉｎｇｓ| Ｅｑｕｉｐｍｅｎｔ☀

☀Belongings☀ She has a journal that her mother bought her when she was 10 years of age in case she ever needed to release her emotions out on and she keeps it very close to her.

☀Equipment ☀

Cellphone-She has a cellphone in case she needs to get ahold of someone or to play games on it whenever she is bored.

☀...Ｃａｐａｂｉｌｉｔｉｅｓ...☀

✵ Mental ✵

None

✵ Physical ✵None

✵ Magical | Technology ✵Metal ManipulationMetal Transmute

Note-This is her max abilities in magic so farஜ: Spell name-Metal Touch Telekinesis An ability common to all Prae. Through even the briefest touch she can any manipulate inanimate metal objects enough to push, pull, and more without actually altering its base structure. She uses this ability to prank unsuspecting humans she went to school with, including the teachers and it caused her to get away with the pranks.

✔The range is up to 7.5 ft of where she can use this ability. This was ideal for her since the classrooms from her old school was 5 by 5 and she could pull any prank with this ability from her desk.

Limitation:

✘Must touch whatever metal she is plans on manipulating with skin to surface contact before she can fully use the ability. She does not know that she is infusing her vis in order to make this happen, she thinks this is part of her human side. She can’t change the amount of metal from its original amount. For example: If she has a metal coin, that would only be an inch or two of metal she has.ஜ: Spell name-Metal TransmuteThis ability allow to transmute metals from one place to another while also changing the shape to make it lighter for her to use the ability. She used this for many pranks like making a metal float in mid air in the middle of class or using her ability to write for her when her hand was hurting from flower arrangements and deliveries.

✔The transmute range is about 7 feet away from her location. Because she is transmuting a metal from one place to another, her range would be shorter than her Metal Touch Telekinesis because this abilities requires her to do more.

Limitation:

✘She must have touched the metal beforehand before she could be able to transmute the metal to another place. She also had to have study metal properties beforehand as well. She could thanks to her chemistry class and studying of metals gave her the advantage without her mother being suspicious.